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1!![[center: [-[[Characters/{{Pathfinder}} Index]] | [[Characters/PathfinderPlayableRaces Playable Races]] | [[Characters/PathfinderMonsters Monsters]] ([[Characters/PathfinderHumanoids Humanoids]] | [[Characters/PathfinderAnimals Animals]] | '''Beasts''' | [[Characters/PathfinderPlants Plants]] | [[Characters/PathfinderFungi Fungi]] | [[Characters/PathfinderFey Fey]] | [[Characters/PathfinderDragons Dragons]] | [[Characters/PathfinderAberrations Aberrations]] | [[Characters/PathfinderConstructs Constructs]] | [[Characters/PathfinderOozes Oozes]] | [[Characters/PathfinderUndead Undead]] | [[Characters/PathfinderSpirits Spirits]] | [[Characters/PathfinderElementals Elementals]] | [[Characters/PathfinderEthereal Ethereal]] | [[Characters/PathfinderShadow Shadow]] | [[Characters/PathfinderVitality Vitality]] | [[Characters/PathfinderVoid Void]] | [[Characters/PathfinderDream Dream]] | [[Characters/PathfinderTime Time]] | [[Characters/PathfinderAstral Astral]] | [[Characters/PathfinderCelestials Celestials]] | [[Characters/PathfinderMonitors Monitors]] | [[Characters/PathfinderFiends Fiends]])]]-]
2
3This page is part of the character sheet for ''TabletopGame/{{Pathfinder}}'', covering '''Beast''' creatures.
4
5Beasts are for the most part wild animals of various sorts, but have some sort of unusual characteristics that set them apart from regular wildlife -- greater intelligence, [[MixAndMatchCritters chimeric body plans]], magical powers and so on. This type mostly overlaps with the magical beasts in 1st Edition and also includes some creatures that were formerly classified as monstrous humanoids, although certain magical beasts have been reclassified as other types. To see tropes pertaining to the ankheg (ankhrav), aurumvorax, blindheim, bulette, bunyip, frost worm, griffon, hippocampus, hippogriff, mobat (giant bat), purple worm, owlbear, sea serpent, shocker lizard and stirge (bloodseeker), see Characters/PathfinderAnimals. To see tropes pertaining to the galvo, lusca and skrik nettle, see Characters/PathfinderAberrations.
6
7To see the tropes for magical beasts in ''TabletopGame/{{Starfinder}}'', see Characters/StarfinderMagicalBeasts and Characters/StarfinderMonstrousHumanoids.
8----
9
10[[foldercontrol]]
11[[folder:In General]]
12* MixAndMatchCritters: Many beasts are chimaeric combinations of two or more natural animals.
13[[/folder]]
14
15!Beast Clades
16[[folder:Behemoth]]
17->'''Alignment:''' TrueNeutral
18->'''Size:''' Gargantuan
19
20Living embodiments of divine retribution, shaped from primal magic and imbued with godly wrath.
21----
22* LandSeaSky: Each of the three types of behemoth is meant to bring divine wrath from one of these three realms -- thunder behemoths are unleashed upon the land, thalassic behemoths in the sea and tempest behemoths strike from the skies.
23
24%%!!Ravener Behemoth
25%%->'''Level:''' 18
26
27!!Thunder Behemoth
28->'''Level:''' 18
29
30Behemoths cast upon the land, the least of their kind.
31----
32* BigEater: Thunder behemoths are endlessly voracious creatures, and the damage they inflict comes from stripping the land bare of anything remotely edible -- trees, animals, people, [[EatDirtCheap mineral ores]]... -- and their destruction of forests, mountains and cities alike in their search for new morsels to slake their appetites.
33* MightyRoar: Thunder behemoths have an ability by that exact name, allowing them to unleash a roar loud enough to count as a sonic attack.
34
35!!Thalassic Behemoth
36->'''Level:''' 20
37
38Behemoths cast into the sea, capable of spreading more destruction than the land-bound thunder behemoths but still restricted by the shore.
39----
40* MixAndMatchCritters: Oversized sperm whales with crablike pincers sprouting from just behind their heads.
41* MonsterWhale: Thalassic behemoths are enormous whale-like monsters sent to punish mortals who live near or travel on the seas, and are more than capable of destroying entire coastal cities.
42
43!!Tempest Behemoth
44->'''Level:''' 22
45
46Behemoths cast into the air, capable of spreading destruction and ruin to the entire world.
47----
48* GiantFlyer: Six-winged eagle-like monsters larger than the largest giants.
49* WeatherManipulation: Tempest behemoths can generate hurricane-force winds and hurl thunderbolts, and their arrival is heralded by powerful storms and gales.
50[[/folder]]
51
52[[folder:Coatl]]
53* FeatheredSerpent: Coatls are enormous snakes with birdlike wings and feathered manes, strongly associated with ''Pathfinder''[='=]s FantasyCounterpartCulture of native American civilizations and with tropical climes more generally, and often act as agents of goodly deities.
54* GeneticMemory: Coatls are born already fully intelligent and aware, and possessing a portion of their parents' memories.
55* ToServeMan: Coatls have been known to eat evil humanoids.
56* TrulySingleParent: Coatls are sexless and do no breed in the manner of other creatures. When a coatl feels the need to reproduce, it spontaneously generates an iridescent egg that almost immediately hatches to reveal a fully formed coatl a few feet long.
57
58!!Scalliwing
59->'''Level:''' 3
60->'''Alignment:''' ChaoticGood
61->'''Size:''' Tiny
62----
63* InsistentTerminology: Scalliwings do not ''serve'', but rather ''assist'' good spellcasters as familiars.
64
65!!Auwaz Coatl
66->'''Level:''' 6
67->'''Alignment:''' ChaoticGood
68->'''Size:''' Large
69
70Auwaz coatls roam the world, helping lost wanderers find the paths that will lead them safely home. They would prefer evil creatures to remain lost, however, and work to make sure that they stay so.
71----
72* FriendToAllChildren: Auwaz coatls are extremely fond of children, going to great lengths to help lost kids return home or to help them escape abusive households.
73* MakingASplash: They can call forth gouts of water and grant people the ability to breathe water and swim within it more efficiently.
74* WeatherManipulation: They have moderate control over the weather, providing favorable winds and calm seas to goodly travelers but turning the elements against evil ones. In game terms, they can cast ''obscuring mist'', ''gust of wind'' and ''call lightning'' as spell-like abilities.
75
76!!Mix Coatl
77[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/couatl_mixcouatl.png]]
78->'''Level:''' 8
79->'''Alignment:''' ChaoticGood
80->'''Size:''' Large
81
82Dark-scaled coatls who provide guidance and information to fledgling societies.
83----
84* CelestialBody: Their scales and feathers range from deep blues and violets to blacks deeper than the night, interspersed with white spots like stars and red stripes like the rays of the setting sun.
85
86!!Quetz Coatl
87[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quetz_couatl.png]]
88->'''Level:''' 10
89->'''Alignment:''' LawfulGood
90->'''Size:''' Large
91
92Quetz coutls are nurturers of fledgling civilizations, protecting vulnerable societies and guiding them on the path to righteousness. In addition, many serve as messengers of goodly deities and intermediaries between them and their mortal worshippers. Quetz coatls are the most commonly encountered type of coatl, and the ones most people envision when they think of these outsiders.
93----
94* UnwantedFalseFaith: Some quetz coatls are worshipped as divinities, and while they are not divine beings and do not encourage such veneration, they use the trust placed in them to foster peace and cooperation.
95
96!!Xiuh Coatl
97[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/couatl_xiuhcouatl.png]]
98->'''Level:''' 12
99->'''Alignment:''' NeutralGood
100->'''Size:''' Large
101
102Xiuh coatls are champions of justice and retribution, hunting down evil creatures and offering them a last chance to repent -- or, failing that, a swift end.
103----
104* BreathWeapon: They breathe a mixture of fire and electricity.
105* EquippableAlly: Xiuh coatls can turn themselves into weapons to be wielded by their allies.
106* FlamingWeapon: When they transform themselves into weapons, they always become flaming ones.
107
108!!Tletli Coatl
109->'''Level:''' 14
110->'''Alignment:''' NeutralGood
111->'''Size:''' Huge
112
113Vengeful and terrible, tletli coatls are avatars of righteous justice who bring fiery doom to evil creatures. Unlike their xiuh cousins, tletlis rarely offer chances for absolution and do not usually target individuals, instead brining their fury upon entire organizations, armies or even cities.
114----
115* BreathWeapon: They breathe holy fire.
116* GodzillaThreshold: Tletlis have little use for diplomacy or subtlety and typically raze their targets' entire fortresses, towns or cities to the ground as they mete out justice. Consequently, the deities and heavenly forces they serve only send them out when an area is utterly unsalvageable, no decent people remain within it and letting it fester presents a greater risk than any collateral damage could.
117* LightEmUp: While not as pronounced as their mastery over fire, they have options for purifying evil through searing light as well -- all tletlis can cast ''scorching ray'', ''daylight'' and ''searing light''.
118* PlayingWithFire: They have extensive pyrokinetic abilities -- they breathe fire, to begin with, are always shrouded in a halo of flames, can make any fire in their vicinity flare up and spread, and can cast ''flaming sphere'', ''fireball'', ''wall of fire'' and ''flame strike'' as innate spells. Their flames are specifically treated as holy, causing them to deal both fire and divine damage.
119* WreathedInFlames: The bodies of tletli coatls are shrouded in holy flame, dealing fire damage to anyone they engage in melee.
120
121!!Chicome Coatl
122[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/chicome_couatl.png]]
123->'''Level:''' 16
124->'''Alignment:''' LawfulGood
125->'''Size:''' Huge
126
127 More peaceful than many of their kin, chicome coatls exist to rejuvenate and restore natural lands that have been damaged by evil or thoughtless mortals.
128----
129* BackFromTheDead: They can cast ''reincarnate'' once per week, typically using it to resurrect slain allies as the animals they most closely identified with.
130* TheBeastmaster: While their animal-based powers aren't as extensive as their plant-based ones, they can communicate with common animals, use them as messengers, magically control or enlarge them, and awaken them to sapience.
131* GreenThumb: Chicome coatls can communicate with, animate and control plants, create walls of thorny vines, shape and warp wood, and generate an aura that stimulates plant growth with half a mile of their position.
132* NatureHero: They live in an endless quest to track down lands where evil, war or pollution have rendered the land corrupt and barren, utilizing their magic to make plants grow, call the animals back, and make the land lush and fertile once again.
133* VoluntaryShapeshifting: They can take the form of any natural creature they wish.
134* WeatherManipulation: They have a degree of control over the weather, being innately able to cast ''control winds'', ''control weather'' and ''whirlwind''.
135[[/folder]]
136
137[[folder:Dischoran]]
138->'''Level:''' 4 (morthak), 6 (drthak), 8 (soniphak)
139->'''Size:''' Medium (morthak), Large (drthak), Huge (soniphak)
140----
141* EyelessFace: In place of eyes, dischorans have auditory sensory organs that can pick up the slightest sound and can locate prey with pinpoint accuracy.
142* MakingASplash: When underwater, a drthak can use sonic power to push aside water, which collapses in a crushing torrent.
143* MooksAteMyEquipment: The morthak's claw strikes can break the stone or metal armour worn by its target.
144* MutualDisadvantage: Dischorans are resistant to sonic damage, but if a dischoran takes sonic damage beyond its resistance, its senses are overloaded, rendering it effectively blind.
145* SuperScream: The soniphak can focus its screech at a stone or rock surface to create an explosion from the point of impact.
146[[/folder]]
147
148[[folder:Gorgon]]
149->'''Alignment:''' TrueNeutral
150->'''Size:''' Large
151----
152* BrutishBulls: Pre-Remaster gorgons are foul-tempered bulls whose standard reaction to meeting other creatures is to attack them on sight and attempt to gore, trample or petrify them.
153* EatDirtCheap: Gorgons petrify their prey before consuming them.
154* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
155* TakenForGranite: All species of gorgon can breathe out a gas that petrifies those it comes in contact with. Smaller ones can't produce enough gas to paralyse a normal-sized humanoid, but this is enough to petrify small animals. Stone bats have also learnt to defend themselves against larger creatures by freezing a limb or raining down petrified water.
156[[/folder]]
157
158[[folder:Hydra]]
159[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_cryohydra.png]]
160[[caption-width-right:280:A cryohydra.]]
161
162->'''Level:''' Same as number of heads-1 (+2 for cryohydrae and pyrohydrae)
163->'''Alignment:''' TrueNeutral
164->'''Size:''' Huge
165----
166* BreathWeapon: A pyrohydra and cryohydra can breathe a cone of fire and cold, respectively, while miasma hydras breathe out a cloud of horribly toxic poison.
167* FireKeepsItDead: A hydra, except the pyrohydra and prismhydra, cannot regenerate its heads if the stump is seared with fire.
168* HydraProblem: When a hydra is beheaded, two more heads will grow in the lost one's place if the stump isn't seared by acid or fire in time -- and fire won't work on pyrohydras.
169* KillItWithIce: Although a pyrohydra is immune to fire, its regeneration can be stopped by cold instead.
170* MultipleHeadCase: Each hydra has multiple heads which can be seen in direct argument with each other.
171* OurHydrasAreDifferent: They resemble giant, multi-headed snakes, are about as bright as dolphins and have varying numbers of heads topped with bony crests used in signaling and intimidation. Besides that, their appearance can vary greatly between individuals -- any given hydra's features may resemble snakes, crocodiles or even dragons. They have a HealingFactor on top of their regenerating heads, and the energy needed to fuel both things makes them constantly hungry and ravenous predators. They prefer to inhabit swamps and other wetlands, but can be found in any environment with easy access to standing water. They also reproduce by budding off undeveloped heads and come in several specialized variants.
172* SuperPersistentPredator: Hydras seemingly have a preternatural capacity to recognise individuals that have previously decapitated them and often pursue them to the dismissal of other threats. In extreme cases, they will hound their would-be executioner all the way back to civilisation for a chance to devour them.
173* TrulySingleParent: Hydras reproduce by budding. The larval heads that grow inside their necks are what develop into new heads when the beast is beheaded, but if the hydra goes for long enough without losing a head it instead coughs up the larger buds in leathery cases, which after a while hatch into snakelike infant hydras.
174* UndergroundMonkey: Numerous hydra subtypes exist as variations on the basic creature's theme, including fire-breathing pyrohydras, whose stumps must be cauterized with ice rather than fire; ice-breathing cryohydras; three-headed schism hydras capable of splitting like amoebas; necromantic grave hydras; and horribly venomous miasma hydras with poisonous blood.
175
176!!Stargut Hydra
177->'''Level:''' 9 (5 heads)
178->'''Size:''' Large
179----
180* MageHuntingMonster: A stargut hydra that eats noqual deals more damage to creatures with the ability to cast a spell.
181* MetalMuncher: In Numeria, where organic prey is scarce, the hydra population has developed the ability to digest stones and metal alloys. Those that eat a meal of skymetal can be forever changed by its properties.
182* NuclearMutant: A stargut hydra that consumes abysium, a radioactive skymetal, emits an aura of nauseating radiation.
183
184!!Tyrafdir
185->'''Level:''' 11 (5 heads)
186->'''Size:''' Huge
187----
188* DoppelgangerAttack: When a tyrafdir fails, but does not critically fail, to regrow a head, the regrowth is mimicked by two deceptive heads, whose jaws deal non-lethal mental damage. Any creature that examines or attacks a deceptive head can attempt to disbelieve the illusion.
189* PetMonstrosity: Linnorms with a strong attachment to the First World sometimes keep tyrafdirs as pets and guards, like how humans keep dogs.
190* PoisonousPerson: The tyrafdir can breathe out a noxious mist from all of its mouths.
191
192!!Prismhydra
193->'''Level:''' 16
194->'''Size:''' Huge
195----
196* CounterAttack: When a creature successfully cauterises one of the prismhydra's stumps, the unstable prismatic energies in the prismhydra's body surge forth at the attacker.
197
198!!Mocking Chorus
199->'''Level:''' 18 (5 heads)
200->'''Size:''' Huge
201----
202* HatePlague: The mocking chorus' lies and jeers can tear apart trusted friends by turning them into bitter enemies. Every few years sees a new story of a whole village turning on itself, preceded only by the sounds of hissing laughter.
203* VoiceChangeling: A mocking chorus can precisely imitate a humanoid voice.
204[[/folder]]
205
206[[folder:Lamyros]]
207->'''Alignment:''' ChaoticEvil
208
209Champions of [[GodOfEvil Lamashtu]], lamias resemble human women with animal bodies below the waist.
210----
211* OneGenderRace: They're always women.
212* RageAgainstTheHeavens: Lamias hate all gods, seeing them as the cause of their curse and eternal exile from society.
213* ScamReligion: Most lamias have no true religious faith in anything but instead attract cults of their own. With the help of cultists, lamias strive to bring down popular faiths, introduce schisms, and humiliate or defame high-profile religious leaders.
214* SnakePeople: Most lamias are humanoid from the waist up but have the lower bodies of serpents.
215
216!!Lamia
217->'''Level:''' 6
218->'''Size:''' Large
219----
220* OurCentaursAreDifferent: Common lamias, as carried over from ''TabletopGame/DungeonsAndDragons'' [[TabletopGame/DungeonsAndDragons 3rd Edition]], have the upper bodies of humanoid women, with quadrupedal lion bodies from the waist down, before the Remaster changed them to snakes.
221* VertebrateWithExtraLimbs: Common lamias pre-Remaster have six limbs -- two humanoid arms on their upper bodies and four lion legs on their lower ones.
222
223!!Lamia Matriarch
224->'''Level:''' 8
225->'''Size:''' Large
226----
227* HumanDisguise: While common lamias can only briefly assume humanoid form with magic, each matriarch has her own fixed humanoid form that resembles the upper torso of her true form.
228
229!!Kuchrima
230->'''Level:''' 8
231->'''Size:''' Medium
232----
233* BirdPeople: Kuchrimas resemble human-avian crosses, with the legs, heads and wings of giant condors.
234
235!!Hungerer
236->'''Level:''' 15
237->'''Size:''' Huge
238----
239* BodyHorror: Hungerers, created from harridans warped through dark magic, resemble horribly bloated and deformed versions of their former sisters, their features barely discernible under their rolls and bulges of fat and flesh. Some parts of their bodies are only prevented from bursting open by being stitched closed by iron staples, and their lower jaws are unhinged to the point of resting on their chests.
240
241!!Lamia Harridan
242->'''Level:''' Same as base creature + 1
243->'''Size:''' Huge
244----
245* LargeAndInCharge: Lamia harridans, the highest-ranking members of their society and undisputed rulers of their tribes, resemble gigantic versions of common lamias, with the torsos of giantesses.
246[[/folder]]
247
248[[folder:Naga]]
249Intelligent, magical snakelike beings, nagas possess immense wisdom and a complex social structure. Creators of the nagaji and rulers of Nagajor.
250----
251* ArtEvolution: In 1st Edition, different species of naga had different degrees of anthropomorphism, ranging from a whole human head, neck and shoulders (lunar naga) to a human face only (royal naga). In 2nd Edition, all nagas are as anthropomorphic as each other: pre-Remaster, they possess a human head on a snake body; post-Remaster, they are almost pure snake, with only ornaments to distinguish them from their mundane kin.
252* {{Precursors}}: During the Age of Serpents, nagas once ruled Vudra until their empire suddenly crumbled and humans replaced them as the subcontinent's dominant race.
253* SnakePeople: In 1st Edition, the most anthropomorphic lunar naga has a whole human head, neck and shoulders on a snake's body, while the royal naga only has human-like faces on snake heads. In pre-Remaster 2nd Edition, all nagas have a human head and snake body.
254* TalkingAnimal: Nagas physically resemble massive snakes, albeit with keen intellects.
255
256!!Lunar Naga
257->'''Level:''' 6
258->'''Alignment:''' ChaoticNeutral
259->'''Size:''' Large
260----
261* FantasticDrug: Some people enjoy the effects of lunar naga venom and have developed ways to enhance the euphoric qualities through alchemical refinement.
262* ForcedSleep: Once a creature falls unconscious from lunar naga venom, they remain asleep unless woken.
263* MassHypnosis: A lunar naga can twist the coils of its serpentine body to create a swirl of light and darkness that mesmerises all nearby creatures.
264
265!!Smaranava
266->'''Level:''' 7
267->'''Alignment:''' LawfulEvil
268->'''Size:''' Large
269----
270* TheCorrupter: Smaranavas attempt to fulfil Ravithra's forgotten purpose by tempting and testing mortals they encounter. In this way, they separate the wicked from the righteous, the worthy from the unworthy.
271* EvilOverlord: Pre-Remaster, some particularly social dark nagas may become wicked despots who rule over enclaves of captive or unsuspecting subjects.
272* ProphetEyes: Smaranavas' eyes are milky white due to opaque caps covering them.
273* PsychicBlockDefense: Before the Remaster, dark nagas are immune to any form of mind reading.
274
275!!Water Naga
276->'''Level:''' 7
277->'''Alignment:''' TrueNeutral
278->'''Size:''' Large
279----
280* TheStoryteller: Those who live near water nagas often offer them rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant peoples. Enjoying flattery, exciting tales and the adoration of such lesser creatures, most water nagas take pride in their roles as travellers, but quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they've heard.
281
282!!Dream Naga
283->'''Level:''' 9
284->'''Alignment:''' TrueNeutral
285->'''Size:''' Large
286----
287* DreamWalker: A dream naga can physically enter dreamscapes in the Dimension of Dreams and dwell within those dreams without debilitating effects.
288
289!!Slime Naga
290->'''Level:''' 9
291->'''Alignment:''' NeutralEvil
292->'''Size:''' Large
293----
294* {{Blackmail}}: Slime naga schemes almost always involve blackmail.
295* GodGuise: Slime nagas often build cults from those who share their sewers, masquerading as heralds of Dhalavei, Jubilex or Cyth-V'sug or even deities in their own right.
296
297!!Spirit Naga
298->'''Level:''' 9
299->'''Alignment:''' NeutralEvil
300->'''Size:''' Large
301----
302* WickedWitch: The spirit naga holds a contemptible place similar to that of humanoid hags: decrepit hermit sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers. Like hags, spirit nagas can form covens or join a hag or witch coven.
303
304!!Vicharamuni
305->'''Level:''' 10
306->'''Alignment:''' LawfulGood
307->'''Size:''' Large
308----
309* CreepyGood: Despite their ferocious appearance, awakener nagas are dutiful guides of mortals or locales with potential supernatural significance.
310* SternTeacher: Vicharamuni's students consider them stern and intimidating taskmasters but often go on to become great heroes.
311* WiseSerpent: Awakener nagas are benevolent and wise teachers of people and places, forging their wards toward strength and imparting a deep understanding of right and wrong.
312
313!!Royal Naga
314->'''Level:''' 11
315->'''Alignment:''' LawfulNeutral
316->'''Size:''' Huge
317----
318* DeadlyGaze: A royal naga has a piercing stare capable of deafening or blinding those that meet its gazes.
319* SplitPersonality: Royal nagas that suffer great trauma or a loss status often develop multiple-personality disorders, seeing other aspects of themselves as their own arch-enemies.
320
321!!Deep Naga
322->'''Level:''' 12
323->'''Alignment:''' NeutralEvil
324->'''Size:''' Huge
325----
326* AddictiveMagic: Deep nagas have a fixation on magic that goes beyond mere survival and is more akin to an addiction.
327* MagicEater: A deep naga draws magical energy from its surroundings and spells that fail to pierce its resistance.
328* StatusBuffDispel: A deep naga's bite and breath weapon have powerful dispelling effects.
329* ToServeMan: Deep nagas especially enjoy the flesh of magic users, which makes dealing with them even more dangerous for xulgath or skum shamans. If a naga is in a bad mood, the head shaman might be tempted to send an apprentice in his place.
330[[/folder]]
331
332[[folder:Plague Swarm]]
333->'''Level:''' 11 (rat), 15 (locust), 17 (bat)
334->'''Alignment:''' LawfulEvil (rat), NeutralEvil (locust and bat)
335->'''Size:''' Same as base creature
336----
337* ExplosiveBreeder: Plague swarms breed at an exceptional rate until their spawn consume entire cities.
338* HordeOfAlienLocusts: Sent down by vengeful deities to punish communities that have offended them, plague swarms scour crops, terrorise populations, lay waste to civilised lands, and are single-minded in their devotion to carrying out the furious will of their deities.
339[[/folder]]
340
341[[folder:Sphinx]]
342[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sphinx.png]]
343
344Reclusive lion-bodied beasts who guard hidden knowledge in the wilderness.
345----
346* MixAndMatchCritters: Sphinxes in general have the bodies of lions, the wings of birds and the heads of something else -- gynosphinxes and androsphinxes have human heads, criosphinxes have ram heads and hieracosphinxes have falcon heads.
347* OneGenderRace: The sphinxes are a bit of an odd example. Sphinxes themselves are quite insistent on the fact that they're separate species, one always female and the rest always male, which rely on each other to reproduce. In practice, they end up working as essentially one biological species with extreme and complex sexual dimorphism (or sexual tetramorphism, technically).
348* OurSphinxesAreDifferent:
349** 1st edition sphinxes follow the ''Dungeons and Dragons'' mold with the four varieties and the infamous mating habits. They claim to be four distinct species, one AlwaysFemale and three AlwaysMale, although other species' scholars generally consider them to be just have extreme sexual dimorphism (or tetramorphism, technically). They are held in high regard in the countries of northern Garund, which led the Osiriani people to mistakenly welcome manticores into their country due to a mistaken belief that their similarities meant some form of kinship. Like most other lion-like species, sphinxes can mate with manticores to birth children resembling their non-manticore parent with a tail tipped with poisonous spikes.
350** 2nd edition drops the gender split, folding gynosphinxes and androsphinxes into a single species defined by great wanderlust and a drive to uncover the world's hidden lore and solve its greatest riddles.
351* RiddlingSphinx: Sphinxes, as a whole, are associated with secrets, riddles, wisdom and knowledge in various ways, although exactly how this is expressed varies from breed to breed.
352** Gynosphinxes are the traditional take on this, being deeply fascinated by riddles and logic games of all kinds.
353** Androsphinxes are scholars and philosophers, valuing lore, knowledge and insights above logical puzzles.
354** Criosphinxes likewise value riddles and puzzles, but rather than seeking them out of personal interest they do so in hope of finding one clever enough to impress a gynosphinx.
355** Finally, hieracosphinxes are the only ones not associated with this theme in any particular way, being too brutish and unintelligent to value either logic or knowledge.
356
357%%!!Androsphinx
358%%->'''Level:''' 9
359%%->'''Alignment:''' ChaoticGood
360%%->'''Size:''' Large
361%%Scholarly sphinxes with the heads of human men.
362
363!!Criosphinx
364->'''Level:''' 7
365->'''Alignment:''' TrueNeutral
366->'''Size:''' Large
367
368Lustful, impulsive sphinxes with the heads of rams.
369----
370* {{Lust}}: Criosphinxes are the most lustful of the sphinxes, in multiple senses -- they lust in the conventional sense after gynosphinxes, with whom they're obsessed, but lust just as strongly for material wealth.
371
372!!Cynosphinx
373->'''Level:''' 6
374->'''Alignment:''' NeutralEvil
375->'''Size:''' Large
376
377Jackal-headed scavengers who hoard secrets among the dead.
378----
379* FantasticRacism: Their relationships with all other sphinxes are marked by antagonism or disgust -- they hate and envy androsphinxes, are mutually repulsed with gynopshinxes, look down on cryosphinxes and prefer to subjugate hieracosphinxes.
380* ImmortalitySeeker: They're obsessed with personal survival, and consequently often seek out methods by which to extend their lifespans or truly live forever.
381* MonstrousCannibalism: If its quest for immortality fails, a cynosphinx's last gift to its child will be its own corpse to interrogate for knowledge and, that done, to eat.
382* {{Necromancer}}: Cynosphinxes can cast ''speak with dead'' and ''raise dead'' innately, and routinely animate corpses in this manner to gain new knowledge. They also only really associate with the undead, and it's not rare to find one at the head of a horde of the walking dead.
383* NonIndicativeName: The "cyno-" prefix refers to dogs -- it's derived from the Greek word for domestic dogs, specifically, and does not generally refer to other canids such as jackals, for which different terms were used.
384* ScavengersAreScum: They're the only species of sphinx to be a scavenger by preference -- to the point that they even let fresh kills rot before eating them to improve their taste -- and of course they're evil, treacherous and vile necromancers to the last.
385
386!!Elder Sphinx
387->'''Level:''' 16\
388'''Alignment:''' Any\
389'''Size:''' Gargantuan
390
391Beings of immense age and wisdom, elder sphinxes stand lonely vigil as protectors of ancient lore and forbidden knowledge.
392----
393* AstralProjection: An elder sphinx spends most of its life as a statue, during which its consciousness casts itself far beyond the material world to explore the mysteries of the Astral and Outer Planes.
394* KeeperOfForbiddenKnowledge: They hoard great stores of magical and occult lore alongside considerable historical knowledge, and are often sought out for the wisdom and information they possess. If someone manages to offer up knowledge that the sphinx does not already possess, it may even agree to share what was sought.
395* RiddlingSphinx: They have the ability to telepathically project a litany of riddles, puzzles and paradoxes so complex that every creature within sixty feet of them needs to pass a willpower test or become stunned for a number of rounds. Creatures that pass the check, however, gain valuable insights into the sphinx's mind -- in game terms, they take a bonus to all Knowledge checks for an hour.
396* StrongerWithAge: Elder sphinxes arise when a sphinx of any other kind lives for ages beyond mortal reckoning, maturing into a being of immense magical power and towering size as it does so.
397* TakenForGranite: Elder sphinxes can voluntarily petrify themselves to take on a statue-like form, spending the majority of their lives as motionless statues while ruminating philosophical matters or casting their minds beyond the Universe.
398* TimeAbyss: Elder sphinxes are generally older than most mortal civilizations.
399
400!!Gynosphinx
401->'''Level:''' 8
402->'''Alignment:''' TrueNeutral
403->'''Size:''' Large
404
405Insatiably curious sphinxes with the heads of human women.
406----
407* RiddlingSphinx: Gynosphinxes hew to this trope more closely than any other type of sphinx: of all the sphinx breeds, they're the most fascinated by riddles and verbal puzzles for their own sake, often obsessively spending years puzzling over a particularly tricky conundrum. The surest way to escape death at a gynosphinx's claws is to offer her a new and tantalizing riddle to ponder.
408
409!!Hieracosphinx
410->'''Level:''' 5
411->'''Alignment:''' ChaoticEvil
412->'''Size:''' Large
413
414Brutish, vicious sphinxes with the heads of hawks.
415----
416* OurGryphonsAreDifferent: While not true griffons in-universe, hieracosphinxes strongly resemble them, physically being big cats with the wings and heads of falcons.
417[[/folder]]
418
419[[folder:Spirit Guide]]
420->'''Level:''' Varies
421->'''Alignment:''' TrueNeutral
422->'''Size:''' Varies
423----
424* BondCreatures: A spirit guide can form a close bond with a mortal, granting both new abilities. Such bonded pairs can see through one another's eyes, coordinate their actions to an unparalleled degree, and come to one another's aid in an instant. The spirit guide can only be bonded with one mortal at a time, and the bond also ends if the spirit guide or the mortal dies.
425[[/folder]]
426
427[[folder:Thriae]]
428->'''Level:''' Varies
429->'''Alignment:''' LawfulNeutral
430->'''Size:''' Varies
431----
432* BeePeople: Thriae live in eusocial hives, where the only fertile member are the queens, and have a bee's abdomen.
433* BewareMyStingerTail: A thriae's stinger carries within it potent venom.
434* BlackWidow: One a thriae queen's male consort gets too old to mate, they're sedated and painlessly eaten by the queen. This is not done in malice, but seen as a proper and respectful send-off.
435* FantasticDrug: Thriae honey, known as merope, can be addicting to the weak-willed, and those who begin to rely on merope quickly become addicted thralls and servants bound to servitude within a hive.
436* OneGenderRace: All thriae are female.
437* PestController: Many thriae possess the ability to call forth bees when they are in need of aid.
438[[/folder]]
439
440[[folder:Unicorn]]
441----
442* TouchTheIntangible: Unicorn horns innately function as ''ghost touch'' weapons, allowing them to directly interact with spiritual entities.
443
444!!Unicorn
445->'''Level:''' 3
446->'''Alignment:''' ChaoticGood
447->'''Size:''' Large
448----
449* HealingHands: Unicorns can cast ''cure light wounds'' and ''cure moderate wounds'', and gladly use them to heal allies, friends and innocents.
450* OnlyKnownByTheirNickname: Unicorns seem to protect the secrecy of their true names and are only ever known by their nickname.
451* {{Unicorn}}: Snow-white horses with goatlike beards and a golden, spiraling horn in the middle of their foreheads. They're benevolent and heroic creatures, can cleanse poison with their magic and favor unspoiled woodlands as their homes.
452
453!!Karkadann
454->'''Level:''' 7
455->'''Alignment:''' TrueNeutral
456->'''Size:''' Large
457----
458* BloodKnight: Karkadanns are wild and ferocious fighters, never back down from a challenge, and eagerly seek new combats to throw themselves into.
459* ImpaledWithExtremePrejudice: In combat, karkadanns favor using their horns as goring weapons with which to impale their foes.
460* {{Unicorn}}: They're inspired by the unicorn-like beast of the same name from Central Asian myth; physically, they resemble oryx antelopes with a single unicorn-like horn, share their ability to purge other creatures of poison, and maintain the fierce and aggressive natures of unicorns from Myth/ClassicalMythology. Despite being distantly related to unicorns, karkadanns find this an insulting thought.
461
462!!Alicorn
463->'''Level:''' 15
464->'''Size:''' Huge
465----
466* CounterSpell: An alicorn can attempt to counteract a spell cast near it, becoming the spell's sole target.
467* LightEmUp: An alicorn can harness a burning ray of light from their horn.
468* WingedUnicorn: Unicorns that transform into alicorns grow enormous feathered wings.
469[[/folder]]
470
471!Single Beasts
472!!Templates
473
474[[folder:Alebrije]]
475->'''Challenge Rating Adjustment:''' +2
476->'''Alignment:''' Any
477
478Animals or beasts transformed into colorful protectors of the dreaming world.
479----
480* AmazingTechnicolorWildlife: Alebrijes are brightly colored in vidid shades, often with complex patterning such as spots, spirals or stripes.
481* DreamWalker: All alebrijes can pass through the Universe, the Ethereal Plane and the Dreamlands at will.
482* DreamWeaver: They can make sleeping creatures experience dreams or nightmares, and created shared dreams in which to communicate with others.
483* MixAndMatchCritters: It's not uncommon for alebrijes to sport traits of multiple different creatures; they most often have wings of some sort, even if their base animal doesn't.
484* OurAlebrijesAreDifferent: Alebrijes are beasts created when a particularly vivid dream inspired by a real or imagined living creature generates a new being within the Dimension of Dreams, or more rarely when a preexisting animal becomes altered by the Ethereal Plane's influences. They resemble colourful animals, usually patterned with complex stripes, spots or spirals and sometimes with additional traits — wings of some sort are fairly common. They can move between the Universe, the Ethereal Plane and individual mind-scapes at will, and may form strong bonds with individual mortals, especially if they were created from a dream of an animal with whom the mortal had a close link. In these cases, the alebrije may seek out the mortal after death to protect their soul and escort it to the afterlife.
485* {{Psychopomp}}: They don't usually serve in this role, but an alebrije with a strong connection to a mortal will search for their soul after death and escort it to the Boneyard, protecting it from supernatural predators and helping to ease the shock of their passage into the afterlife.
486* {{Tulpa}}: Alebrijes usually form as particularly vivid dreams inspired by a creature a dreaming person has seen, known or imagined, which if infused with the energies of the Dimension of Dreams can take independent life as a dream-dwelling creature.
487[[/folder]]
488
489%%[[folder:Demonic Vermin]]
490%%->'''Challenge Rating Adjustment:''' +1
491%%->'''Alignment:''' ChaoticEvil
492%%Vermin influenced by the corruptive power of the Abyss, particularly the demon lord Deskari.
493%%[[/folder]]
494
495[[folder:Man-Eating Animal]]
496->'''Alignment:''' ChaoticEvil
497----
498* DemonicPossession: True man-eaters (that are not just fanciful tales of rabid and starving but normal animals) are the result of a fiendish spirit possessing an animal.
499* MonstrousCannibalism: When a man-eater produces offspring with a member of its original species, the sole member of the litter that inherits this corruption soon devours its siblings.
500* ToServeMan: Having merged with a fiendish spirit, these animals prefer intelligent prey above all else and can't be sated by any other type of food.
501[[/folder]]
502
503[[folder:Vahana]]
504->'''Level:''' + 2
505->'''Alignment:''' Within one step of creator deity
506----
507* HorseOfADifferentColor: Vahanas are steeds of legend, created by the gods and gifted to faithful servants to help them accomplish great deeds or as rewards for the same.
508[[/folder]]
509
510!!Level <1
511
512[[folder:Black Spot]]
513->'''Level:''' 0
514->'''Alignment:''' NeutralEvil
515->'''Size:''' Tiny
516----
517* SeaHurtchin: Black spots are terrifyingly adept at locating prey and potential threats, but their true danger comes from their weird magical nature. Instead of poisoning those it punctures, a black spot urchin curses them, inhibiting their ability to swim.
518[[/folder]]
519
520[[folder:Muckdweller]]
521->'''Level:''' -1 (common), 2 (giant)
522->'''Alignment:''' TrueNeutral
523->'''Size:''' Small (common), Large (giant)
524----
525* HorseOfADifferentColor: Occasionally giant muckdwellers serve lizardfolk as allies and mounts.
526[[/folder]]
527
528[[folder:Ramidreju]]
529->'''Level:''' 0
530->'''Alignment:''' TrueNeutral
531->'''Size:''' Medium
532----
533* LovesOnlyGold: Ramidrejus are unnaturally attracted to gold and often decorate their burrows with gold nuggets, gold coins and stolen gold jewellery, which they protect with a savage ferocity.
534[[/folder]]
535
536[[folder:Skvader]]
537->'''Level:''' 0
538->'''Alignment:''' TrueNeutral
539->'''Size:''' Tiny
540----
541* {{Familiar}}: They can be taken as familiars by 3rd level spellcasters with the Improved Familiar feat.
542* MixAndMatchCritters: Rabbits with bird wings and tails. Some scholars believe them to have been created as a test run on the hybridization of disparate creatures, and as such to be an early predecessor to the more famous owlbear.
543[[/folder]]
544
545!!Level 1
546[[folder:Brain Mole]]
547[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/brain_mole_pathfinder.png]]
548 [[caption-width-right:200:Brain Mole Monarch (1E)]]
549->'''Level:''' 1 (normal), 5 (monarchs)
550->'''Alignment:''' TrueNeutral
551->'''Size:''' Tiny
552Parasites that feed on mental energy.
553----
554* MagicEater: Brain moles feed on the psychic energy of other creatures.
555* PsychicBlockDefense: Brain moles are able to psychically shield their minds, preventing predators that hunt psychically from detecting them via detect spells as well as spells that read or examine auras.
556[[/folder]]
557
558[[folder:Carbuncle]]
559->'''Level:''' 1
560->'''Alignment:''' TrueNeutral
561->'''Size:''' Tiny
562
563Ungainly reptiles better known for the inaccurate rumors and legends surrounding them than anything they actually do.
564----
565* CarbuncleCreature: Weakly magical, awkward-looking reptiles whose forehead "gems" are actually fingernail-like growths.
566* {{Familiar}}: They're sometimes taken as familiars, usually by the ConspicuousConsumption-obsessed Kalistocrats or by those who appreciate their mild {{Telepath|y}}ic powers.
567[[/folder]]
568
569[[folder:Clawbat]]
570->'''Level:''' 1
571->'''Alignment:''' TrueNeutral
572->'''Size:''' Small
573----
574* BatOutOfHell: Clawbats thirst for blood, scavenging kills of greater nocturnal hunters and stalking those who venture out at night. Tales speak of monstrous clawbats, with wings that blot out the stars as they swoop away with children and small animals.
575[[/folder]]
576
577[[folder:Coral Capuchin]]
578->'''Level:''' 1
579->'''Alignment:''' TrueNeutral
580->'''Size:''' Tiny
581Strange creatures found in tropical areas.
582----
583* LargeAndInCharge: Capuchin clans live together under a single matriarch, a slightly larger female.
584* MischiefMakingMonkey: Something of a nuisance, coral capuchins follow trade ships, hoping to filch small valuables they can take home or perhaps find a sailor they can befriend to secure a regular supply of food. Some spellcasters residing along tropical coastlines have taken coral capuchins as familiars, though many claim they as far more trouble than worth.
585* VertebrateWithExtraLimbs: The coral capuchin is a monkey-like creature with two extra appendages resembling a cross between bat wings and fish fins.
586[[/folder]]
587
588[[folder:Echeneis]]
589->'''Level:''' 1
590->'''Alignment:''' TrueNeutral
591->'''Size:''' Small
592----
593* PersonalSpaceInvader: In combat, echeneises attach themselves to enemies to slow them down while flailing with their tails against anyone attempting to remove them.
594[[/folder]]
595
596[[folder:Graveshell]]
597[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/graveshell.png]]
598->'''Level:''' 1
599->'''Alignment:''' TrueNeutral
600->'''Size:''' Large
601The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled upon the spikes that protrude from its large, turtle-like shell.
602Their 2nd Edition stats can be found in '"Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=436 here]].
603----
604* HealingFactor: As long as a graveshell is alive, its shell naturally repairs itself a week after being destroyed.
605[[/folder]]
606
607[[folder:Gryph]]
608->'''Level:''' 1
609->'''Alignment:''' NeutralEvil
610->'''Size:''' Small
611----
612* FeatheredFiend: Gryphs are evil bird-like creatures with a disturbing means of reproduction.
613* SpawnBroodling: When they encounter a suitable host, gryphs swoop down, latch on to the target, and implant their eggs directly into its flesh. The eggs quicken swiftly once implanted, and gryph chicks hatch forth mere minutes later in a bloody birth that is often fatal to the host.
614* VertebrateWithExtraLimbs: They're essentially storks with six legs instead of the usual two, although some have four or eight instead.
615[[/folder]]
616
617[[folder:Katroome]]
618[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/katroome.png]]
619->'''Level:''' 1
620->'''Alignment:''' ChaoticNeutral
621->'''Size:''' Small
622Small creatures with enormous egos that perceive themselves as lords of all they survey.
623Their stats can be found in ''Gallows of Madness'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Katroome here]].
624----
625* {{Pride}}: The katroome is a little creature with an enormous ego that tends to view itself as monarch of its surroundings. Katroomes think that it's their birthright to protect their homelands and natural surroundings, and expect to be treated with the respect such a position deserves.
626[[/folder]]
627
628[[folder:Krenshar]]
629->'''Level:''' 1
630->'''Alignment:''' TrueNeutral
631->'''Size:''' Medium
632----
633* SkullForAHead: The skin on the krenshar's head is so flexible that it could be pulled back, revealing its skull underneath.
634[[/folder]]
635
636[[folder:Ningyo]]
637->'''Level:''' 1
638->'''Alignment:''' NeutralEvil
639->'''Size:''' Small
640----
641* NonHumanUndead: The body of a ningyo never rests peacefully. One hour after dusk, an intact ningyo corpse reanimates, becoming an undead creature, unless the corpse that is burned or torn apart to an extent that its pieces never meet again.
642* WeakenedByTheLight: At dawn, an undead ningyo returns to true death until the next night. An undead ningyo always knows when the dawn is coming and uses the 15 minutes before daybreak to shelter itself as best it can.
643[[/folder]]
644
645[[folder:Witchcrow]]
646->'''Level:''' 1 (common), 3 (greater)
647->'''Alignment:''' ChaoticEvil
648->'''Size:''' Tiny (common), Small (greater)
649----
650* CollectorOfTheStrange: Witchcrows collect scrolls, potions and other lesser magic items. They particularly seek out magical societies where they can gain greater access to arcane items.
651* CreepyCrows: The evil witchcrow is clever, manipulative and avaricious in the extreme, dreaded as a harbinger of ill deeds and misfortune, preys on the weak, and spies on the unwary.
652[[/folder]]
653
654[[folder:Wolpertinger]]
655->'''Level:''' 1
656->'''Alignment:''' TrueNeutral
657->'''Size:''' Tiny
658----
659* {{Familiar}}: They can be taken as familiars by 5th level spellcasters with the Improved Familiar feat.
660* KillerRabbit: Literally. Unlike their strictly herbivorous rabbit and skvader relatives, wolpertingers are aggressive omnivores capable of taking down wolves when in groups.
661* MixAndMatchCritters: Rabbits with antlers and bird wings.
662[[/folder]]
663
664!!Level 2
665[[folder:Ceru]]
666->'''Level:''' 2
667->'''Alignment:''' NeutralGood
668->'''Size:''' Tiny
669Cerus are artificial creatures created through the fusion of alchemy and magic in the Impossible Kingdoms of Vudra, where they are regarded as amazing pets for the rich and powerful.
670----
671* WindsOfDestinyChange: A ceru can bring luck or misfortune upon any creature it can see.
672[[/folder]]
673
674[[folder:Chuspiki]]
675->'''Level:''' 2
676->'''Alignment:''' ChaoticNeutral
677->'''Size:''' Tiny
678Mouse-like creatures with power over air.
679----
680* BlowYouAway: A chuspiki can use basic aerokinesis to create concussive blasts of air and steer its flight.
681[[/folder]]
682
683[[folder:Cinder Wolf]]
684[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/cinderwolf_pathfinder.jpg]]
685 [[caption-width-right:300:1E]]
686->'''Level:''' 2
687->'''Alignment:''' TrueNeutral
688->'''Size:''' Medium
689----
690* BigEater: In order to fuel their unnaturally fast metabolism, cinderwolves are constantly hungry and need to eat several times their weight each week.
691* ThroatLight: Cinders flicker from a cinder wolf's maw.
692[[/folder]]
693
694[[folder:Cyphergull]]
695->'''Level:''' 2
696->'''Alignment:''' TrueNeutral
697->'''Size:''' Tiny
698----
699* UpliftedAnimal: Cyphergulls, transformed from seagulls that crashed into the Cyphergate and survived, are generally more robust and intelligent than their common cousins. They can learn humanoid languages, study the world around them, perform simple experiments, and understand the rudiments of logic and the scientific method.
700[[/folder]]
701
702[[folder:Darklands Sentinel]]
703->'''Level:''' 2
704->'''Alignment:''' TrueNeutral
705->'''Size:''' Small
706----
707* ShockAndAwe: A Darklands sentinel can launch an arc of electricity.
708[[/folder]]
709
710[[folder:Death Dog]]
711->'''Level:''' 2
712->'''Alignment:''' NeutralEvil
713->'''Size:''' Large
714----
715* HitAndRunTactics: Death dogs surround stronger creatures, attacking and retreating, allowing their infected bites to wear down an opponent until it is too weak to fight.
716* HybridMonster: In the scrub borders between forests and deserts or plains and badlands where wargs and death dogs cohabit, crossbreeding may occur if a warg pack is resistant to disease, or an outcast warg takes control of a death dog pack. Most death warg pups die before reaching adulthood, but those that survive are larger, tougher, smarter and able to speak as well as a warg can.
717* MultipleHeadCase: They have two heads.
718* SavageWolves: Driven mad with rage by the worms infecting their brains, death wargs bully their packs into submission, raid caravans and humanoid settlements, and kill more than they can eat.
719* TheSymbiote: A death dog's saliva contains hundreds of tiny eggs that grow into flesh-devouring worms. The worms don't harm the death dog, but consume any creatures they come into contact with. A death dog's corpse is contagious for several days after death and may infect creatures that touch or eat it.
720[[/folder]]
721
722[[folder:Galluvix]]
723->'''Level:''' 2
724->'''Alignment:''' TrueNeutral
725->'''Size:''' Tiny
726----
727* MixAndMatchCritters: A galluvix has the body and plumage of a rooster and the head of a fox.
728[[/folder]]
729
730[[folder:Kappa]]
731->'''Level:''' 2
732->'''Alignment:''' ChaoticNeutral
733->'''Size:''' Small
734----
735* {{Kappa}}: Humanoid turtles that love to play pranks on swimmers (although angry or depraved individuals may drown them instead). They retain their mythological love of cucumbers and their unfailing courteousness towards polite visitors, as well as their head-bowl weakness, which staggers and immobilizes them.
736[[/folder]]
737
738[[folder:Moon Spider]]
739[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_moon_spider.PNG]]
740->'''Level:''' 2
741->'''Alignment:''' NeutralEvil
742->'''Size:''' Medium
743Malevolent webweaving spiders that live in the Echo Wood and other forests around the Sellen River.
744Their stats can be found in ''The Emerald Spire'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Moon%20Spider here]].
745----
746* AllWebbedUp: The webs created by a moon spider are especially strong and sticky, and are woven into net-like snares to trap their enemies.
747[[/folder]]
748
749[[folder:Nehushtan]]
750[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nehushtan_pathfinder.PNG]]
751->'''Level:''' 2
752->'''Alignment:''' NeutralGood
753->'''Size:''' Medium
754
755A rare breed of bronze-colored serpents prized and venerated for their miraculous curative powers.
756----
757* CubCuesProtectiveParent: Most times a neshtan bites a sentient creature, it's because they were getting too close to the serpent's young.
758* DePower: They can't survive in captivity and any attempt to keep them for more than a few days causes them to lose their powers and become highly aggressive but ordinary vipers. Some believe this is Sarenrae's way of showing her displeasure with those who would exploit her gifts, but others simply believe there's some vital criteria to their health that isn't yet known.
759* EyeOfNewt: The scales of a nehushtan can be used to make a potion that cures diseases or poison when imbibed. This is made more valuable by the fact that this potion is ''very'' easy to make, making their shed skins highly prized.
760* {{Familiar}}: Spellcasters with a high enough level and a Good alignment can take a nehushtan as a familiar.
761* HealingHands: They can treat diseases and poisons simply by making skin contact.
762* MeaningfulName: It's a Hebrew word loosely meaning "thing of brass".
763* NoSell: They themselves are immune to all diseases and poisons.
764* PlayingWithFire: Their bites carry a magical venom that combusts when exposed to living matter, which they use to cook prey from the inside out.
765* SerpentOfImmortality: Nehushans are the reasons snakes are associated with healing and vitality on Golarion.
766* ShoutOut: According to myth, the first nehustan was created when a priestess prayed to Sarenrae for help protect her people from swarms of venomous serpents. The priestess was commanded to craft a bronze serpent and place it on a pole and all who laid hands upon it would be cured of their snake bites. Combined with the name, it's nearly identical to the [[https://en.wikipedia.org/wiki/Nehushtan nehushtan]] in the Book of Numbers.
767* StrongerWithAge: The longer a nehushan lives the larger it grows and the more potent their hides become. Rare nehushans live for hundreds of years, growing to vast sizes and have skins capable of healing any ailment.
768* TheVoiceless: They understand Common but can't speak.
769[[/folder]]
770
771[[folder:Pipefox]]
772->'''Level:''' 2
773->'''Alignment:''' TrueNeutral
774->'''Size:''' Diminutive
775
776* CunningLikeAFox: A variation, in that they're clever and sneaky (the sneaky part being helped by the fact that they are very small creatures), but more scholarly than tricky.
777[[/folder]]
778
779[[folder:Psyche Serpent]]
780[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_psyche_serpent.PNG]]
781->'''Level:''' 2
782->'''Alignment:''' TrueNeutral
783->'''Size:''' Tiny
784
785Magical serpents with hypnotic patterns on their hoods.
786----
787* {{Familiar}}: They can be taken as familiars by stronger spellcasters.
788[[/folder]]
789
790[[folder:Ratling]]
791->'''Level:''' 2
792->'''Alignment:''' ChaoticEvil
793->'''Size:''' Tiny
794
795* {{Familiar}}: They can be taken as familiars by stronger spellcasters.
796[[/folder]]
797
798[[folder:Shotalashu]]
799->'''Level:''' 2
800->'''Alignment:''' TrueNeutral
801->'''Size:''' Large
802
803Reptilian creatures from Castrovel with rudimentary telepathic abilities.
804----
805* HorseOfADifferentColor: They're often used as mounts by the lashunta.
806* OnlyTheChosenMayRide: A shotalashu's rider must first form a telepathic bond with the creature, which will subsequently not permit any other rider until a month after the rider dies.
807[[/folder]]
808
809[[folder:Sin Seeker]]
810->'''Level:''' 2
811->'''Alignment:''' TrueNeutral
812->'''Size:''' Tiny
813----
814* EvilDetectingDog: Sin seekers possess a supernatural ability to detect the scent of varying degrees of morality, instantly sensing whether a creature is good or evil.
815* EyelessFace: Sin seekers have no eyes and are especially vulnerable to quick predators such as hawks, wolves and foxes.
816* LivingLieDetector: Once in close contact with a creature, sin seekers have a host of tools for discerning whether that creature is lying or manipulating information.
817[[/folder]]
818
819[[folder:Warg]]
820->'''Level:''' 2 (normal), 7 (elder)
821->'''Alignment:''' NeutralEvil
822->'''Size:''' Medium
823----
824* IShallTauntYou: Wargs have a penchant for taunting victims.
825* SavageWolves: Wargs are oversized, evil, intelligent wolves.
826[[/folder]]
827
828[[folder:Water Leaper]]
829->'''Level:''' 2
830->'''Alignment:''' ChaoticNeutral
831->'''Size:''' Small
832----
833* BewareMyStingerTail: A water leaper's sting causes dangerous shards too tiny for the eye to see to break off into the target's flesh and cause bleeding.
834* HorseOfADifferentColor: Water maulers can serve as reluctant mounts, capable of carrying their riders both in the air and water, usually to procure steady sources of food, but sometimes for something more unusual.
835[[/folder]]
836
837[[folder:Water Wraith]]
838[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_waterwraith.png]]
839->'''Level:''' 2
840->'''Alignment:''' ChaoticNeutral
841->'''Size:''' Large
842Amphibious lizards indigenous to the Mwangi Expanse with the ability to change their color at will. This chameleon-like ability, combined with their superior intelligence, makes them coveted as exotic pets or guard animals.
843----
844* ChameleonCamouflage: Water wraiths can change their colour at will to any of its choosing.
845* VertebrateWithExtraLimbs: Water wraiths are eight-legged amphibious lizards.
846[[/folder]]
847
848[[folder:Xiao]]
849->'''Level:''' 2
850->'''Alignment:''' ChaoticNeutral
851->'''Size:''' Tiny
852----
853* ArchEnemy: Xiaos have very few natural enemies, but flee from derhii on sight, since derhii consider xiaos to be pests, do not hesitate to kill, skin and eat xiaos, and can eliminate a thriving xiao community in a matter of hours.
854* SweetTooth: Xiaos especially enjoy foods made with sugar, and xiao troops often raid nearby communities for small amounts of salt and sugar.
855[[/folder]]
856
857!!Level 3
858[[folder:Adaro]]
859->'''Level:''' 3
860->'''Alignment:''' NeutralEvil
861->'''Size:''' Medium
862Ferocious, aquatic humanoids resembling a cross of sharks and merfolk.
863----
864* TheBeastmaster: They have the ability to telepathically command normal sharks, although due to the animals' limited grasp of abstract concepts this is limited to fairly simple things -- "attack", "come here", "defend me" and so on.
865* OurMermaidsAreDifferent: They're effectively very muscular merfolk whose fishlike characteristics are specifically those of sharks.
866* SharkMan: They resemble large, burly merfolk based on sharks, with a tall crest on their heads and backs and multiple rows of sharp teeth. They're also intensely malevolent and very aggressive, generally seeing other sapients as just prey to be hunted, and can communicate telepathically with regular sharks.
867* ToServeMan: They see no particular difference between other sapient species and regular prey animals, and regularly attack and attempt to devour anyone they meet in or on their waters. Their hunting raids on ships, boats and seaside settlements have made them feared and loathed by all their neighbors.
868[[/folder]]
869
870[[folder:Bakeneko]]
871->'''Level:''' 3 (bakeneko), 6 (nekomata)
872->'''Alignment:''' NeutralEvil
873->'''Size:''' Small (bakeneko), Medium (nekomata)
874----
875* AnimateDead: They can raise bodies as mindless undead, depending on how much flesh is on them when they do so.
876* BakenekoAndNekomata: They're a reimagined version of the nekomata, maintaining their appearance and shapeshifting abilities, as well as an in-universe mythical origin as cats who lived beyond their natural lifespans. Much like the source material, bakenekos can be whimsical and amoral but aren't outright evil, while nekomatas are a bigger, more powerful and much more malicious variant.
877* CatsAreMean: Nekomatas are evil shapeshifting cats that delight in sowing fear and confusion, running reputations and bonds of affection and ultimately killing the families they victimize.
878* MegaNeko: Nekomatas, while physically resembling housecats in most respects, are the size of panthers in their natural form.
879* {{Necromancer}}: Bakenekos have a number of abilities themed around necromancy: they can raise corpses as moderately powerful undead, and can innately control preexisting undead creatures.
880* UpliftedAnimal: A bakeneko comes into existence when a cat lives past its normal lifespan. With each passing year, the cat grows bigger, more intelligent and more magical. Eventually, it can walk upright, pursue new hobbies and learn languages.
881* VoluntaryShapeshifting: Nekomatas can flawlessly mimic the appearance of a human they successfully damage with their bite attack, an ability they use to infiltrate families and destroy them from the inside.
882[[/folder]]
883
884[[folder:Burstigeit]]
885->'''Level:''' 3
886->'''Alignment:''' TrueNeutral
887->'''Size:''' Large
888----
889* DayHurtsDarkAdjustedEyes: Being bred in the Darklands, burstigeits are sensitive to bright lights. When they travel on the surface, their keepers fit them with blinders or special headgear with darkened lenses.
890* HorseOfADifferentColor: Some breeders have attempted to breed burstigeits that could serve as war mounts.
891[[/folder]]
892
893[[folder:Ceratioidi]]
894->'''Level:''' 3
895->'''Alignment:''' TrueNeutral
896->'''Size:''' Medium
897
898Anglerfish-like FishPeople who live in deep ocean trenches.
899----
900* BizarreSexualDimorphism: Much like real anglerfish. The large, stocky humanoid fish are the females, while males are intelligent parasitic eels the size of a rat. Combined, they can use both their minds to share the body, which means they can wield two weapons with no penalties and have an easier time multiclassing.
901* FishPeople: With the twist that they're based off of deep-sea anglerfish specifically, complete with the extreme sexual dimorphism and the glowing lures.
902* LuringInPrey: They can use the glowing lures growing from their heads to mesmerize other creatures. Someone entranced by a ceratioidi's lure will stare at it in stupefied fascination, even if there were fighting its owner moments before, until the ceratioidi actually attacks them.
903[[/folder]]
904
905[[folder:Chickcharney]]
906->'''Level:''' 3
907->'''Alignment:''' TrueNeutral
908->'''Size:''' Small
909----
910* WindsOfDestinyChange: A chickcharney can grant good luck to those it deems worthy of its gifts, and a scratch from its beak or claws can inflict a curse of misfortune.
911[[/folder]]
912
913[[folder:Chupacabra]]
914[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/chupacabra_pathfinder.png]]
915 [[caption-width-right:300:2E]
916->'''Level:''' 3
917->'''Alignment:''' TrueNeutral
918->'''Size:''' Small
919
920Notorious predators that suck the blood of their prey.
921----
922* {{Chupacabra}}: They're far more lizard-like than the usual portrayal, but most other traits -- chiefly their bloodsucking diets and stealthy nocturnal habits -- fit the real-life legend quite closely.
923[[/folder]]
924
925[[folder:Cockatrice]]
926[[quoteright:302:https://static.tvtropes.org/pmwiki/pub/images/cockatrice_02.png]]
927->'''Level:''' 3
928->'''Alignment:''' TrueNeutral
929->'''Size:''' Small
930
931Repulsive, reptilian chicken-like creatures with a petrifying bite.
932----
933* AnimalJingoism: Much like in the original myths, cockatrices have a natural enmity with ferrets and weasels, which are immune to their petrifying bite and often plunder their nests, and roosters, which they hate and fear for unclear reasons.
934* BasiliskAndCockatrice: A cockatrice is a repulsive birdlike creature with bat wings whose bite can turn flesh into stone -- with the exception of weasels and ferrets, which are immune to their bites. Legend claims that the first cockatrice was born when a cockerel-laid chicken egg was brooded by a toad.
935* EatDirtCheap: Cockatrices use petrified insects as gastroliths, and gain nutrition from them as they're slowly ground away in their crops.
936* MixAndMatchCritter: Chickens with bat wings and lizard tails.
937* MonsterOrganTrafficking: Cockatrice talons can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
938* NoSell: Weasels and ferrets are immune to a cockatrice's gaze and often sneak into cockatrice lairs to eat their eggs.
939* TakenForGranite: A victim of a cockatrice's bite is turned into stone. Cockatrices themselves undergo a partial version of this when they grow old and powerful enough to count as mythic creatures -- whether through some natural process, absorption of the minerals they eat from the statues of fallen foes or a side-effect of their constant grooming, their beaks, wattles, claws and spikes turn to stone.
940* WeaksauceWeakness: They are terrified of normal roosters for unknown reasons (although it could be because [[UncannyValley roosters look similar to cockatrices but don't look "quite right"]]).
941[[/folder]]
942
943[[folder:Giant Eagle]]
944->'''Level:''' 3
945->'''Alignment:''' NeutralGood
946->'''Size:''' Large
947----
948* GiantFlyer: These eagles stand fifteen feet high, have thirty-foot wingspans, and can weigh around five hundred pounds.
949* HorseOfADifferentColor: They will sometimes permit their allies to ride on their backs, serving as powerful and intelligent flying mounts.
950* NobleBirdOfPrey: They're Neutral Good by default, and view themselves as the guardians and protectors of their mountain homes.
951[[/folder]]
952
953[[folder:Immolis]]
954->'''Level:''' 3
955->'''Alignment:''' TrueNeutral
956->'''Size:''' Medium
957----
958* ExplosiveOverclocking: When an immolis acquires a target, it focuses its innate psychic energies in an invisible beam aimed at prey. The sudden influx of energy rapidly accelerates metabolism, spurring the body to produce energy at a dangerous rate. This sudden rush of heat literally cooks the prey internally—innards burst, blood boils, and fat catches fire.
959* LivingWeapon: Using torches and carefully shaped brush fires, Wemnora hunters attempt to drive immolises out of their lairs and into boxes with a single, closable window. These boxes are then used as siege weapons: simply point a box at opposing troops, open the window, and let an angry immolis set them ablaze.
960* WhyDidItHaveToBeSnakes: Immolises have a deep and paradoxical fear of fire, perhaps because they know how easily any flesh can burn.
961[[/folder]]
962
963[[folder:Jiidon]]
964->'''Level:''' 3
965->'''Size:''' Tiny
966A species of sentient rats native to Tian Xia fascinated with humanoids - and by devouring some nail clippings left by one, can become a doppleganger of that humanoid.
967----
968* CuriousAsAMonkey: The issue with having a jiidon assume your form is that they are fascinated with humanoid life and will act bizarrely and sometimes criminally to understand humanoid societies.
969* EmergencyTransformation: When taking damage while transformed into a humanoid, a jiidon can immediately revert to rat form and scurry away.
970* HumanDisguise: After eating the discarded fingernails of a humanoid, a jiidon can assume the shape of the clippings' owner.
971* MorphicResonance: After taking humanoid forms, jiidons resemble their subject in all of the obvious and superficial ways, with several subtle differences. Their ears are a little larger and sometimes come to a small point. Their teeth continue to grow for their entire lifetimes and must be filed down by chewing. Whiskers grow from the sides of their faces and require daily trimming.
972* YouDirtyRat: Averted. They cause issues for their templates, to the point children in regions with jiidon populations are told to watch where they leave nails, but it's more due to their [[CuriousAsAMonkey curious]] natures and obliviousness to the life of their template; jiidon are naturally friendly and amicable beings, and it's even possible to play one who has permanently assumed humanoid form as, mechanically, a weretouched or awakened animal.
973[[/folder]]
974
975[[folder:Kirrix]]
976->'''Level:''' 3
977->'''Alignment:''' TrueNeutral
978->'''Size:''' Large
979
980The result of generations of riding rat husbandry combined with regular infusions of alchemical cocktails by particularly inventive ratfolk.
981----
982* BreathWeapon: They can use up their store of a disease to spray a cone of infection that exposes others to it, even if the disease wouldn't normally be contracted through inhalation or skin contact.
983* ExtremeOmnivore: They can eat ''diseases'', usually by eating them off objects or out of the air. They can harmlessly digest and destroy them or save them for later use.
984* NoSell: They're completely immune to disease, a necessity given the purpose they were created for.
985* PlagueDoctor: A kirrix can consume diseases off of objects, rendering the object harmless. If they ingest an infected victim's blood, they can create an antiplague secretion they can apply to others.
986* PlagueMaster: A kirrix can harmlessly store up to two different diseases it's exposed to within a specialized organ in its throat and expose others to them through its bites, even if the stored disease isn't one that can usually be transmitted through wounds.
987* VertebrateWithExtraLimbs: Kirrix have six legs thanks to mutations from all the alchemical treatments.
988[[/folder]]
989
990[[folder:Pard]]
991->'''Level:''' 3
992->'''Alignment:''' ChaoticNeutral
993->'''Size:''' Medium
994----
995* {{Telepathy}}: Pards can transmit complex emotions and basic ideas to other pards. When interacting with other creatures, they can only convey simple emotions.
996[[/folder]]
997
998[[folder:Pegasus]]
999->'''Level:''' 3
1000->'''Alignment:''' ChaoticGood
1001->'''Size:''' Large
1002----
1003* {{Pegasus}}: Standard winged horses, usually white, and popular flying steeds for heroes.
1004[[/folder]]
1005
1006[[folder:Seru]]
1007->'''Level:''' 3
1008->'''Alignment:''' NeutralEvil
1009->'''Size:''' Small
1010
1011A seru is type of telepathic venomous snake with the wings of a bat.
1012----
1013* {{Familiar}}: Evil spellcasters with the right feat and a high enough level can gain a seru as a familiar.
1014* SuperSpit: They can spit venom like a spitting cobra.
1015[[/folder]]
1016
1017[[folder:Shasalqu]]
1018->'''Level:''' 3
1019->'''Alignment:''' TrueNeutral
1020->'''Size:''' Small
1021While some reptiles bask in the sun's warm embrace to raise their body temperature, a shasalqu is ravenous in its search of warmth. Even in the deserts of the Inner Sea region, it never seems to have enough heat. Instead of just relying on the sun, a shasalqu gathers energy by sapping the heat from the air (and creatures) around it. Their stats can be found in ''Mummy's Mask: The Half Dead City'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/shasalqu/ here]].
1022----
1023* AnIcePerson: A shasalqu gathers energy by sapping the heat from the air around it, and uses the intense cold generated from this heat absorption to trap its prey.
1024* ImmuneToFire: Fire does not harm a shasalqu; instead, the shasalqu absorbs the fire and gains temporary hit points.
1025[[/folder]]
1026
1027[[folder:Trollhound]]
1028[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/troll_trollhound.png]]
1029->'''Level:''' 3
1030->'''Alignment:''' TrueNeutral
1031->'''Size:''' Medium
1032----
1033* AllTrollsAreDifferent: The first trollhounds were the result of occult experimentation on wargs with alchemically prepared troll blood in the hope of creating an ooze with limited regeneration. The few survivors lost their cunning and intelligence in exchange for a troll's voracious appetite and ability to regenerate. Trollhounds have been described as trolls in canine form, and understand on an instinctual level their kinship with trolls.
1034* HealingFactor: Trollhounds have the same regenerative abilities trolls do.
1035* WeakToFire: Fire, which nullifies their regeneration, is one of the most effective tools against trollhounds; canny hunters know to burn every last piece of a supposedly slain trollhound.
1036[[/folder]]
1037
1038[[folder:Ulgrem-Lurann]]
1039->'''Level:''' 3
1040->'''Alignment:''' ChaoticNeutral
1041->'''Size:''' Large
1042----
1043* FossilRevival: Although Ulgrem-Axaan, the last surviving member of this species, is undead, it is possible to purify and save the life inside its clutch of eggs, allowing them to hatch without the taint of undeath and bringing back the species from extinction.
1044* ShockAndAwe: An Ulgrem-Lurann's bite unleashes an electrical discharge.
1045[[/folder]]
1046
1047!!Level 4
1048[[folder:Amelekana]]
1049[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/amelekana.png]]
1050->'''Level:''' 4
1051->'''Alignment:''' TrueNeutral
1052->'''Size:''' Large
1053----
1054* AcidAttack: The amelekana's amoeba symbiotes use their acidic coating to dissolve prey and absorb nutrition.
1055* SensorCharacter: Amelekanas have a psychic sense for nearby living creatures.
1056* TheSymbiote: The amelekana is a symbiotic community of two separate organisms, neither of which can live without the other. When hunting, the amelekana launches blobby amoebae at prey. These amoebae act as external digesters for the stomachless amelekana. Once the amoebae have had their fill, the amelekana slurps them back up, protecting them inside its body in exchange for a portion of nutrients.
1057[[/folder]]
1058
1059[[folder:Aranea]]
1060->'''Level:''' 4
1061->'''Alignment:''' TrueNeutral
1062->'''Size:''' Medium
1063
1064Spider-like creatures with a fondness for magic and the power to assume a specific humanoid form.
1065----
1066* VoluntaryShapeshifting: A limited example. Araneas can alternate between a giant spider form, a human form and a hybrid form, but each of these three is set for each individual -- an arenea, for instance, can only take "her" human form, not any human appearance she pleases.
1067[[/folder]]
1068
1069[[folder:Barghest]]
1070[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_barghest.png]]
1071->'''Level:''' 4
1072->'''Size:''' Medium
1073----
1074* AntiRegeneration: The barghest's claws can induce an unhealing wound curse, whose recipient cannot regain Hit Points except via magic.
1075* BreathWeapon: Some greater barghests develop the ability to exhale clouds of toxic gas.
1076* {{Hellhound}}: Barghests are canine beasts who hunt for the thrill of the chase and the fear they create within their prey.
1077* SupernaturalFearInducer: A handful of barghests resort to learning magical methods of causing fear directly, though they find such fear hollow and unsatisfying.
1078* VoluntaryShapeshifting: They can take on the form of a humanoid or dog at will. Each individual barghest has only one humanoid form and one dog form. Typical barghests often hide in these forms, only taking their true forms to frighten their prey and exult in the hunt.
1079[[/folder]]
1080
1081[[folder:Chemosit]]
1082->'''Level:''' 4
1083->'''Alignment:''' TrueNeutral
1084->'''Size:''' Large
1085----
1086* BrainFood: Should a chemosit kill an enemy with a coup de grace attack, it breaks open the creature's skull and devours what's inside to invigorate itself.
1087* OurCryptidsAreMoreMysterious: ''Chemosit'' is an alternate name for the Nandi bear, a Central African cryptid.
1088[[/folder]]
1089
1090[[folder:Devilfish]]
1091->'''Level:''' 4
1092->'''Alignment:''' NeutralEvil
1093->'''Size:''' Large
1094----
1095* NoBiologicalSex: Devilfish reproduce asexually by disgorging clutches of their young.
1096* SeaMonster: The largest devilfish can dwarf the greatest megalodons and sink warships with a tug of one tentacle.
1097* TheUnintelligible: A devilfish has a tendency to mix languages together, making it somewhat difficult to understand for anyone who doesn't speak all of these languages.
1098[[/folder]]
1099
1100[[folder:Ercinee]]
1101->'''Level:''' 4
1102->'''Alignment:''' TrueNeutral
1103->'''Size:''' Large
1104----
1105* BioluminescenceIsCool: Ercinee are infused with a magical luminescence that causes the tips of their feathers to emit green light.
1106[[/folder]]
1107
1108[[folder:Gargoyle]]
1109[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_pathfinder.png]]
1110 [[caption-width-right:300:2E]]
1111->'''Level:''' 4 (standard), 9 (four-armed), +1 for gemstone gargoyles
1112->'''Alignment:''' ChaoticEvil
1113->'''Size:''' Medium
1114
1115Ridiculously patient and {{sadist}}ic ambush predators. They're monstrous humanoids in 1E, but are reclassified as beasts in 2E.
1116----
1117* BreathWeapon: They don't usually have one, but mythic-tier gargoyles gain acid spit, while mythic-tier kapoacinths (aquatic gargoyles) breathe lightning.
1118* CrystallineCreature: While most gargoyles have skin resembling rough or smooth stone, a few have the faceted, shining appearances of gemstones; most such gargoyles resemble amethyst, opal, topaz or sapphire, but emerald, ruby and diamond variants are also known. Gemstone gargoyles are stronger and smarter than common rock gargoyles, and usually rise to positions of leadership in their tribes.
1119* LivingStatue: A gargoyle at rest is almost entirely undistinguishable from a regular, inanimate statue until it grinds to life at night to stalk the city for hapless victims, and they don't age some much as erode. The sculpted, well-formed gargoyles that most are familiar with are a variety especially adapted for city life, having come to mimic statues as closely as possible for camouflage -- wild gargoyles are much craggier and more irregular, resembling juts of weathered stone more than anything else.
1120* {{Sadist}}: Gargoyles don't need to eat particularly often: the majority of their hunts are not done for food, but to enjoy the terror and despair of their victims. They favor hunting sapient beings over animals because the former express more interesting reactions than raw animal panic, and seem to take particular enjoyment from the agony they inflict once they catch their prey.
1121-->[...]''gargoyles have been known to feed upon fallen foes while they are still alive, grinning toothily and swaying in ecstasy to the victim's horrified screams.''
1122* ShoutOut: One group of gargoyles, the Blind Angels of Oppara, resemble blindfolded angel statues and are cursed to be only be able to move when no-one is looking at them. It's not difficult to see how they're inspired by the Weeping Angels from ''Series/DoctorWho''.
1123* UndergroundMonkey: Numerous gargoyle variants exist, including aquatic kapoacinths, arctic gargoyles adapted for camouflage on snowy rocks and with cold resistance, forest gargoyles with bark-like skin, rare and powerful gemstone gargoyles, obsidian gargoyles with razor-sharp claws and fire resistance, desert-dwelling sandstone gargoyles, and waterspout gargoyles capable of shooting jets of water from their mouths.
1124[[/folder]]
1125
1126[[folder:Gau Cho Rong]]
1127->'''Level:''' 4
1128->'''Size:''' Small
1129----
1130* BearsAreBadNews: Hungry hollow bears writhe and whimper, luring sympathetic victims or opportunistic hunters. As prey approaches, other gau cho rongs drop down from the boughs above and rake victims with their long, hooked claws.
1131* KillerRabbit: Easily mistaken for sun bears, gau cho rongs resemble adorable little cubs when glutted but turn into terrors when they begin to hunger and hollow. Once they’ve finally eaten their fill, the gau cho rongs revert to their disarmingly endearing state.
1132[[/folder]]
1133
1134[[folder:Kadlaka]]
1135->'''Level:''' 4
1136->'''Alignment:''' LawfulNeutral
1137->'''Size:''' Medium
1138----
1139* BirdPeople: Kadlakas are strong, lanky humanoids with raven-like features.
1140* AFormYouAreComfortableWith: Because a kadlaka's natural form might frighten humanoids, they often take on the guise of another biped to gain information and pass on warnings.
1141* ShockAndAwe: Kadlakas wield potent magical powers over thunder and lightning.
1142[[/folder]]
1143
1144[[folder:Kaicharek]]
1145->'''Level:''' 4
1146->'''Alignment:''' NeutralEvil
1147->'''Size:''' Large
1148----
1149* CombatTentacles: The tips of a kaicharek's tentacles are covered in serrated bone blades. In battle, the kaicharek lashes out with these tentacles and bites, attempting to grapple its prey.
1150[[/folder]]
1151
1152[[folder:Kamadan]]
1153->'''Level:''' 4
1154->'''Alignment:''' NeutralEvil
1155->'''Size:''' Large
1156----
1157* ForcedSleep: A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 minutes.
1158* AnIcePerson: The breath weapon of a polar kamadan is particularly cold.
1159* PoisonousPerson: The six snakes sprouting from a dust kamadan's shoulders have a venomous bite.
1160[[/folder]]
1161
1162[[folder:Kerakinsi]]
1163[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kerakinsi.PNG]]
1164->'''Level:''' 4
1165->'''Alignment:''' NeutralEvil
1166->'''Size:''' Medium
1167
1168Native to the Sodden Lands and perfectly at home within storms, kerakinsis raid settlements for supplies as much as entertainment. Their stats can be found in '"Seers of the Drowned City'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Kerakinsi here]].
1169----
1170* OfficialFanSubmittedContent: The kerakinsi was created by Nicholas Wasko as part of Paizo's RPG Superstar competition in 2015.
1171* ShockAndAwe: They can store up electricity and release it in a blast of lighting around them, complete with accompanying sonic blast from the thunderclap. They can also fire this electricity as a bolt at another willing kerakinsi, granting it much more range and significantly increasing the damage dealt to any creature caught between the two.
1172[[/folder]]
1173
1174[[folder:Kushtaka]]
1175->'''Level:''' 4
1176->'''Alignment:''' NeutralEvil
1177->'''Size:''' Large
1178----
1179* HumanDisguise: Kushtaka can disguise themselves as humanoids to convince their targets to follow them away to a kushtaka village.
1180* WasOnceAMan: Kushtaka propagate by luring a humanoid away to their village, where they slowly begin to change, bit by bit, until their body transforms fully into that of a kushtaka and ejects their soul.
1181[[/folder]]
1182
1183[[folder:Marp]]
1184->'''Level:''' 4
1185->'''Size:''' Small
1186----
1187* MetalMuncher: The marp eats gold as a vital part of its diet.
1188* SupernaturalRepellent: The scent and feel of lead disgust marps. Any creature that gives lead to a marp will be left alone. Even a single lead coin is enough to protect a bag of gold from theft.
1189[[/folder]]
1190
1191[[folder:Mjolgat]]
1192->'''Level:''' 4
1193->'''Size:''' Small
1194----
1195* EatDirtCheap: Mjolgats feed on ore deposits.
1196* MixAndMatchCritters: A mjolgat has a large, cranial crest of bone, a head that combines yak and elephant features, and the body of a boar.
1197* TheNoseKnows: A mjolgat can detect unrefined precious metal ores, through earth and stone, with its powerful nose.
1198[[/folder]]
1199
1200[[folder:Peryton]]
1201->'''Level:''' 4
1202->'''Alignment:''' ChaoticEvil
1203->'''Size:''' Medium
1204----
1205* MixAndMatchCritters: Essentially, they're stags with the tails, wings and hind legs of birds of prey and the head of a wolf.
1206* OurPerytonsAreDifferent: They're evil, ferocious monsters with the basic anatomy of Borges' original creations, but with the heads of wolves. They are fond of eating humanoid flesh, especially hearts. They are also known for their extremely violent mating rituals, which usually result in the male peryton's demise.
1207[[/folder]]
1208
1209[[folder:Poracha]]
1210->'''Level:''' 4
1211->'''Alignment:''' TrueNeutral
1212->'''Size:''' Medium
1213----
1214* VertebrateWithExtraLimbs: A poracha is a feline creature with eight legs.
1215[[/folder]]
1216
1217[[folder:Sea Cat]]
1218->'''Level:''' 4
1219->'''Alignment:''' TrueNeutral
1220->'''Size:''' Large
1221
1222* MixAndMatchCritters: The forequarters of a large cat and the hindquarters of a fish. They tend to be more fish than cat, as even the feline portions have fins, scales and catfish-like barbels.
1223[[/folder]]
1224
1225[[folder:Sha]]
1226->'''Level:''' 4 (normal), 6 (Set beast)
1227->'''Alignment:''' LawfulEvil
1228->'''Size:''' Medium
1229Once more prominent in Ancient Osirion, shas are favored creatures of the god Set, and faded scrolls detailing the past of Osirion refer to more powerful versions of these creatures the people called Set beasts. Considered heralds of the dark god Set, shas stalk the deepest deserts, only skirting the edge of civilization. Their stats can be found in ''Mummy's Mask: Empty Graves'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/sha/ here]].
1230----
1231* RedEyesTakeWarning: A sha's menacing eyes glow red. Explorers report that seeing these eyes in the dark night is the only indicator of an impending attack.
1232[[/folder]]
1233
1234[[folder:Skeltercat]]
1235->'''Level:''' 4
1236->'''Alignment:''' ChaoticEvil
1237->'''Size:''' Medium
1238----
1239* LoudOfWar: A skeltercat can release a terrifying cry that causes all creatures that hear it to panic.
1240* PartialTransformation: A skeltercat can alter portions of its body in order to give itself access to certain abilities.
1241* TailSlap: The skeltercat can cause its tail to grow thick and clublike to be used as a weapon.
1242* ToServeMan: Skeltercats display a distinct preference for humanoid prey.
1243[[/folder]]
1244
1245[[folder:Sun Falcon]]
1246->'''Level:''' 4
1247->'''Alignment:''' LawfulNeutral
1248->'''Size:''' Tiny
1249Sun falcons are birds of omen in Osirion, with a reputation that goes back to the days of the nation's most ancient gods. In many myths and stories, sun falcons act as the eyes of many deities, though most commonly for Ra, who considers these birds to be among his holy creatures on Golarion. Their stats can be found in ''Mummy's Mask: The Half Dead City'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Sun%20Falcon here]].
1250----
1251* LightEmUp: A sun falcon radiates heat and light with the intensity of the noonday sun. By spreading its wings wide, a sun falcon can blast an intense wave of heat and light.
1252[[/folder]]
1253
1254[[folder:Voonith]]
1255->'''Level:''' 4
1256->'''Alignment:''' ChaoticNeutral
1257->'''Size:''' Small
1258----
1259* GallowsHumor: Vooniths have a dark sense of humour, and like violent poems or grisly jokes. Punch lines in which non-voonith creatures meet gory and ironic fates are the most entertaining to vooniths.
1260[[/folder]]
1261
1262!!Level 5
1263[[folder:Basilisk]]
1264->'''Alignment:''' TrueNeutral
1265----
1266* BasiliskAndCockatrice: The common basilisk is a reptile with the ability to turn creatures to stone with a glance; the royal basilisk is a larger relative whose toxic miasma enshrouds it and can wilt vegetation. According to folklore, the first common basilisk and royal basilisk hatched from a snake's egg incubated by a rooster and a poisonous toad, respectively. Weasels and ferrets are immune to a basilisk's petrifying gaze or venom, and take advantage of this to sneak into basilisk lairs to devour their eggs and young.
1267* NoSell: Weasels and ferrets are immune to a common basilisk's gaze and a royal basilisk's venom, and often sneak into basilisk lairs to consume young when the parent is hunting.
1268* VertebrateWithExtraLimbs: A reptile with eight legs.
1269
1270!!Basilisk
1271[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/basilisk_7.png]]
1272->'''Level:''' 5
1273->'''Size:''' Medium
1274
1275Eight-legged reptiles with a nasty disposition and a gaze that can turn living creatures to stone.
1276----
1277* DeadlyGaze: A common basilisk's gaze can turn its targets -- except weasels and ferrets -- into stone.
1278* EatDirtCheap: Basilisks eat the creatures they petrify, but this process is inefficient.
1279* MonsterOrganTrafficking: Basilisk eyes can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
1280* TakenForGranite: A victim of a common basilisk's gaze is turned into stone.
1281
1282!!Royal Basilisk
1283->'''Level:''' 10
1284->'''Size:''' Medium
1285----
1286* HatOfPower: The royal basilisk wears a metal crown upon its head. Without a crown, its mastery over poison is weakened enough that it loses its miasmatic shroud.
1287* PoisonousPerson: The royal basilisk's potent venom sticks onto and eats away at anything it touches.
1288[[/folder]]
1289
1290[[folder:Buraq]]
1291->'''Level:''' 5
1292->'''Alignment:''' NeutralGood
1293->'''Size:''' Large
1294----
1295* BeastWithAHumanFace: A buraq has an equine body with a pure white coat, and a human head instead of a horse head.
1296* HorseOfADifferentColor: Buraqs sometimes serve as steeds to devout servants of the celestial realms.
1297* OnlyTheChosenMayRide: Although they can carry a rider, buraqs cannot be trained as mounts. They are intelligent and choose for themselves whether to accept a rider, usually a particularly devout and pure person of good alignment who the buraq feels is worthy of its companionship and protection.
1298[[/folder]]
1299
1300[[folder:Deadfall Dweller]]
1301[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_deadfall_dweller.PNG]]
1302->'''Level:''' 5
1303->'''Alignment:''' TrueNeutral
1304->'''Size:''' Large
1305
1306Deadfall dwellers are dangerous ambush predators most commonly encountered in the old forests and forgotten marshes of eastern Avistan. Their stats can be found in ''Tears at Bitter Manor'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Deadfall%20Dweller here]].
1307----
1308* AcidAttack: The deadfall dweller's acidic mucus paralyses the prey in its tracks.
1309* ChestBurster: Deadfall dwellers reproduce by immobilising prey with repeated applications of acidic spray, then implanting a clutch of eggs within the host. The larval dwellers keep their host immobile while they absorb moisture from its body. After the dwellers grow in size, they emerge from the husk of their host.
1310* ThatsNoMoon: Deadfall dwellers are dangerous ambush predators most commonly encountered in the old forests and forgotten marshes of eastern Avistan. They make their homes among fallen stands of trees, where they fold their many sticklike legs under themselves, collapsing against large tree trunks or simply lying on the ground. When a warm-blooded creature happens by, a deadfall dweller straightens its legs to pursue.
1311[[/folder]]
1312
1313[[folder:Goldpebble]]
1314->'''Level:''' 5
1315->'''Alignment:''' TrueNeutral
1316->'''Size:''' Large
1317----
1318* AnIcePerson: Most goldpebbles can cause the water around them to grow extremely cold. When a clutch of eggs hatch, the young goldpebbles sometimes unintentionally flash-freeze their nursery pool.
1319* PoisonousPerson: A goldpebble's fangs inflict a dangerous venom that turns blood to water.
1320[[/folder]]
1321
1322[[folder:Grodair]]
1323->'''Level:''' 5
1324->'''Alignment:''' ChaoticNeutral
1325->'''Size:''' Medium
1326----
1327* FlyingSeafoodSpecial: They resemble giant, tentacled lionfish that swim through the air, carrying the water they need for breathing in an extradimensional space within their bodies.
1328* {{Hammerspace}}: One of the grodair's organs is an extradimensional space capable of storing thousands of gallons of water. Grodairs can create a suitable environment for themselves anywhere by releasing the water, and sucking up all the water back up when they want to move.
1329[[/folder]]
1330
1331[[folder:Hooplamander]]
1332->'''Level:''' 5
1333->'''Size:''' Large
1334----
1335* RollingAttack: Hooplamanders have an incredibly strong, flexible spine that allows them to move around like a wheel. In this form, the hooplamander dashes around the battlefield, trampling foes.
1336[[/folder]]
1337
1338[[folder:Ichthyocentaur]]
1339->'''Level:''' 5
1340->'''Alignment:''' TrueNeutral
1341->'''Size:''' Large
1342
1343* OurCentaursAreDifferent: An ichthyocentaur has the upper body of a humand and the lower body of two hoofed forelegs trailing into a fish tail.
1344[[/folder]]
1345
1346[[folder:Leucrotta]]
1347->'''Level:''' 5
1348->'''Alignment:''' ChaoticEvil
1349->'''Size:''' Large
1350
1351* HeinousHyena: They're Chaotic Evil hyena-like beasts with cloven, deer-like hooves. They are rumored to be descended from regular hyenas and demons, enjoy extensively tormenting their prey before going in for the kill, and are known to take over and lead groups of other evil hyena-like monsters, such as gnolls and the leucrottas' degenerate, animalistic kin, the crocottas.
1352[[/folder]]
1353
1354[[folder:Mirror Serpent]]
1355->'''Level:''' 5
1356->'''Alignment:''' TrueNeutral
1357->'''Size:''' Large
1358----
1359* AttackReflector: When a spell that targets a mirror serpent fails to penetrate its spell resistance, the mirror serpent can reflect that spell back onto the caster or another creature.
1360* BornAgainImmortality: Mirror serpents don't permanently die unless their remains are purposefully destroyed to prevent rebirth. Each mirror serpent carries within its body an egg that holds the seed of its next life. If a mirror serpent is killed, this egg decays, but if it dies naturally, its soft tissue is absorbed into the egg. If the egg remains intact after 13 months, it hatches into a young mirror serpent, which has its own personality, but keeps some echoes from the previous incarnation.
1361* InvisibleMonsters: A mirror serpent has the ability turn its body transparent until it makes an attack.
1362[[/folder]]
1363
1364[[folder:Ore Louse]]
1365->'''Level:''' 5
1366->'''Size:''' Medium
1367----
1368* MetalMuncher: Ore lice feed on creatures of living metal, like metal elementals or other ore lice.
1369* MonstrousCannibalism: Cannibalism between ore lice is common when they're unable to hunt other prey.
1370* MooksAteMyEquipment: An ore louse can cause metal, including equipment, to rapidly rust and corrode.
1371* WalkOnWater: The ore louse can stand and move on the surface of liquids without falling through.
1372[[/folder]]
1373
1374[[folder:Giant Owl]]
1375->'''Level:''' 5
1376->'''Alignment:''' LawfulNeutral
1377->'''Size:''' Huge
1378
1379* GiantFlyer: Owls as big as giants -- in fact, ''bigger'' than some types of giant.
1380[[/folder]]
1381
1382[[folder:Rat King]]
1383->'''Level:''' 5
1384->'''Alignment:''' TrueNeutral
1385->'''Size:''' Small
1386----
1387* BodyOfBodies: A rat king is composed of no fewer than half a dozen rats knotted together at the tail.
1388* RatKing: This creature is the traditional version consisting of a tangle of diseased rats with their tails knotted together. They're smarter than normal rats (although still quite dim by human standards) and can communicate with them. They also carry disease, and make the diseases carried by other rats harder to resist.
1389[[/folder]]
1390
1391[[folder:Rompo]]
1392->'''Level:''' 5
1393->'''Alignment:''' TrueNeutral
1394->'''Size:''' Medium
1395----
1396* ChameleonCamouflage: The rompo can change the colour of its fur to match its surroundings.
1397[[/folder]]
1398
1399[[folder:Sand Wolf]]
1400->'''Level:''' 5
1401->'''Alignment:''' TrueNeutral
1402->'''Size:''' Large
1403----
1404* ElementalShapeshifter: A sand wolf can discorporate into a cloud of whirling sand to bypass obstacles or collapse itself into a pile of sand to dodge an attack.
1405* MagicMusic: Sand wolves' beautiful, haunting, wordless songs evoke both the strength of the earth and the power of wind to erode it. This music is considered high entertainment among jaathooms who inhabit the Plane of Air.
1406* SentientSands: The sand wolf is an elemental creature which dwells in the sandy deserts of elemental earth.
1407[[/folder]]
1408
1409[[folder:Selkie]]
1410->'''Level:''' 5
1411->'''Alignment:''' ChaoticNeutral
1412->'''Size:''' Medium
1413----
1414* HumanDisguise: Selkies can take the shape of humanoids and live among other species before luring their prey to the water to drown.
1415* SelkiesAndWereseals: In its natural form, a selkie has the lower body of a seal, webbed, clawed hands, and a face that blends human and seal features. Although capable predators, they are best known for their ability to take the guise of land dwellers.
1416[[/folder]]
1417
1418[[folder:Sigbin]]
1419->'''Level:''' 5
1420->'''Alignment:''' NeutralEvil
1421->'''Size:''' Small
1422----
1423* CassandraTruth: Most adults tend to ignore children's cries about sigbins, dismissing them as overactive imaginations or attention-seeking, allowing sigbins to continue their hunts uninterrupted.
1424* InvisibleMonsters: Sigbins can become almost imperceptible simply by standing stock still, but this power works only against adults; for whatever reason, children and young animals can see the invisible sigbins.
1425[[/folder]]
1426
1427[[folder:Siren]]
1428->'''Level:''' 5
1429->'''Alignment:''' ChaoticNeutral
1430->'''Size:''' Medium
1431----
1432* BirdPeople: Sirens have the bodies of hawks, owls or eagles, and the heads of beautiful human women.
1433* OneGenderRace: All sirens are female and require male humanoids to mate.
1434[[/folder]]
1435
1436[[folder:Spider Eater]]
1437[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/spider_eater_pathfinder.jpg]]
1438 [[caption-width-right:300:1E]
1439->'''Level:''' 5
1440->'''Alignment:''' TrueNeutral
1441->'''Size:''' Large
1442----
1443* FoodChainOfEvil: As the name implies, they feed preferentially upon {{Giant Spider}}s and similar monsters.
1444[[/folder]]
1445
1446[[folder:Tizheruk]]
1447[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_tizheruk.png]]
1448->'''Level:''' 5
1449->'''Alignment:''' TrueNeutral
1450->'''Size:''' Large
1451
1452The vicious tizheruk is a foul freshwater predator that wreaks havoc in the lakes and rivers it inhabits. Their stats can be found in ''Tears at Bitter Manor'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/tizheruk/ here]].
1453----
1454* FiendishFish: Tizheruks are voracious ambush predators whose transparent flesh means you likely won't see them until their jaws close on you. Their appetites are also great enough to cause considerable damage to the ecosystems they inhabit.
1455* MultipurposeTongue: A tizheruk's long tongue, typically kept coiled in its throat, can shoot out to grab prey and drag into the fish's jaws.
1456* OfficialFanSubmittedContent: The tizheruk was created by a participant in Paizo's RPG Superstar 2013 event.
1457[[/folder]]
1458
1459[[folder:Uraeus]]
1460->'''Level:''' 5
1461->'''Alignment:''' LawfulGood
1462->'''Size:''' Medium
1463
1464* FeatheredSerpent: Cobras with birdlike wings.
1465* MultipleHeadCase: They have two heads.
1466[[/folder]]
1467
1468[[folder:Witchwarg]]
1469->'''Level:''' 5
1470->'''Alignment:''' NeutralEvil
1471->'''Size:''' Large
1472A breed of larger, more intelligent and more powerful wargs found in the far north of the world, distinguished by their snow-white fur and ice powers.
1473----
1474* BreathWeapon: They can exhale a blast of frigid air.
1475* CanisMajor: An average witchwarg is the size of a bear.
1476* FantasticRacism: They have very low opinions of both regular wargs, which they see as dull-witted beasts -- in mixed packs, wargs are always subordinate to witchwargs -- and humanoids, whom they see as little more than food. They get along fairly well with werewolves, though.
1477* HorseOfADifferentColor: Witchwargs are big enough to easily serve as mounts for orcs and hobgoblins if they so desire.
1478* AnIcePerson: They're immune to cold damage, and can breathe preternaturally cold air as an attack.
1479[[/folder]]
1480
1481!!Level 6
1482[[folder:Ahuizotl]]
1483->'''Level:''' 6
1484->'''Alignment:''' NeutralEvil
1485->'''Size:''' Large
1486Predators who lure prey by mimicking the sounds of humanoids in distress.
1487----
1488* VoiceChangeling: An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard.
1489[[/folder]]
1490
1491[[folder:Bauble Beast]]
1492->'''Level:''' 6
1493->'''Alignment:''' TrueNeutral
1494->'''Size:''' Large
1495----
1496* AllThatGlitters: Bauble beasts create false jewellery as a byproduct of their bizarre magical digestive systems. After passing the forgery, a bauble beast polishes and reshapes the item to make it more convincing. This forgery fools laypeople, but it's infamous among merchants. Merchant training usually includes a brief course on detecting bauble beast jewellery's subtle but distinctive sweet smell.
1497[[/folder]]
1498
1499[[folder:Cytillipede]]
1500[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_cytillipede.PNG]]
1501->'''Level:''' 6
1502->'''Alignment:''' TrueNeutral
1503->'''Size:''' Large
1504
1505The result of dero experimentation with giant centipedes and cytillish fungus, these creatures serve as guards and mounts for their masters.
1506----
1507* LaserGuidedAmnesia: They have a venom that erases your really short term memory (making you forget what happened in the last couple rounds). In "No Response From Deepmar" (The module the originally show up in) the dero controlling them have also cooked up a highly concentrated form of their venom which wipes the last 8 ''hours'' of a person's memory.
1508[[/folder]]
1509
1510[[folder:Death Worm]]
1511[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_death_worm_leviathan.jpg]]
1512 [[caption-width-right:350:A death worm leviathan]]
1513->'''Level:''' 6 (normal), 11 (leviathan)
1514->'''Alignment:''' TrueNeutral
1515->'''Size:''' Large (normal), Gargantuan (leviathan)
1516
1517Large burrowing predators found in various deserts and plains.
1518----
1519* AlienBlood: It's highly corrosive and will melt weapons that injure it.
1520* ApeShallNeverKillApe: Instinct prevents the ravenous young from feeding on each other.
1521* BadassOnPaper: Played with. According to tavern legend and word-of-mouth stories, death worms can paralyze with a glance, shoot fire from their tails, and split in two. While such stories aren't true, the ones about them spitting acid, shooting lighting, poisoning with a touch, and killing with their blood actually are.
1522* BeCarefulWhatYouWishFor: A myth about their origin claims that the first death worm was created when a trio of sisters who despised each other found a genie's bottle and freed the genie within. When granted the customary ThreeWishes, one wished for the other two to be struck down by lightning, one for her sisters to be killed with acid, and the third for her kin to die of poison. The genie responded by creating a monster that could deal all three types of damage, which killed the three sisters and then burrowed away.
1523* BornWinner: Death worm leviathans don't become that way through diet or age, they're just born that way.
1524* {{Cult}}: Some form cults around death worms. Such cults sacrifice others to their subterranean masters, ritually scar themselves (or others) with acid, poison, or lightning, and may even [[EyeScream remove their eyes and graft large worms into the sockets]]. They're also recognized by some Rovagug cults that claim they're the spawn of Chemnosit, the Monarch Worm.
1525* DeadlyGas: Breaking open a death worm egg releases toxic fumes, proving they don't even have to be born to kill you.
1526* DumbMuscle: Powerful and dangerous, but they have the absolute minimum Intelligence a creature can have while still being considered smarter than an animal.
1527* EyeOfNewt: The skins they shed as they grow to adulthood are useful ingredients for several poisons and spells. Because death worms only shed three or four times and the skins disintegrate within a few days, they're also very rare as ingredients, and thus highly prized. This can be used to determine if death worms are nearby as patches of plant life in otherwise barren areas are often signs of death worm tunnels, with the highest concentrations of plant life in such areas being around the entrances to their burrows.
1528* FertileFeet: A (footless) variant. The sulfur in their sheen is conducive to plant growth and makes the ground above their tunnels more fertile.
1529* FoodChainOfEvil: Death worms are powerful beasts and aren't choosy about their prey; as a result, other desert-dwelling monsters such as gnolls, lamias and jackalweres are as likely to find themselves on the death worms' menu as regular animals and humanoids are. Even drakes and yrthaks are suitable prey if they fly too low. In turn, death worms fall lower on the food chain than certain breeds of giant scorpions and desert-dwelling dragons.
1530* {{Hermaphrodite}}: Death worms are hermaphrodites, so any two can mate and fertilize each other's eggs.
1531* HorseOfADifferentColor: While no one has ever been confirmed to have tamed a death worm, let alone having ridden one, legends persist about folk heroes who tamed or befriended the beasts and rode them into battle.
1532* HulkSpeak: Some claim they can speak simplistic, broken Terran. As few tavern goers and rumor mongers can speak the language, it's as hard to verify as anything else about them, which some joke is why it was chosen in the first place. In actuality there's some truth to the myth, as they understand Terran but cannot speak it. Death worm leviathans actually can speak it as well as understand it, but their low Intelligence means this is the limit of their conversation skills.
1533* HumanSacrifice: Some villages will stake criminals and other undesirables out in the desert in hopes of keeping the death worms well fed enough they don't turn towards them as a meal.
1534* KingMook: Death worm leviathans are much larger than normal death worms and have the same powers on a much more formidable scale.
1535* KnowWhenToFoldEm: They're smart enough to identify particularly formidable beings and avoid fights they don't think they can win. They'll also flee if a fight turns against them, burrowing back into the ground to safety.
1536* OurCryptidsAreMoreMysterious: Based off the stories about the Olgoi-khorkhoi, also known as the Mongolian Death Worm. They're cryptids in-universe too, mostly talked about in rumors and stories with additional exaggerations to their actual capabilities to make the stories more dramatic.
1537* PoisonousPerson: Merely touching their skin exposes others to their toxin and their bite carries it as well. The toxin on their skin also rubs off on their burrows and creatures that touch the waxy sheen of their tunnel walls take acid damage.
1538* SandWorm: Enormous, wormlike predators that burrow through soil and sand, before erupting from the ground to attack prey walking above. Downplayed, as they do spend a lot of their time, chiefly at night, hiding aboveground among rocks and scrub instead.
1539* ShockAndAwe: Death worms can shoot lightning from their maws.
1540* SuperSpit: They can spray a line of acid from their mouths.
1541* TunnelKing: They secrete a way and slightly toxic substance called sheen, which hardens the walls of their tunnels and cause they to hold their shape for days unlike the short-lived tunnels of most creatures.
1542[[/folder]]
1543
1544[[folder:Delgeth]]
1545[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_delgeth.PNG]]
1546->'''Level:''' 6
1547->'''Alignment:''' TrueNeutral
1548->'''Size:''' Medium
1549
1550The delgeth is a unique breed of ungulate native to magical forests and places where the line between the natural and the supernatural is blurred. Their stats can be found in ''Tears at Bitter Manor'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/delgeth/ here]].
1551----
1552* OfficialFanSubmittedContent: The delgeth was created by a participant in Paizo's RPG Superstar 2013 event.
1553[[/folder]]
1554
1555[[folder:Girallon]]
1556->'''Level:''' 6 (girallon), 9 (high girallon)
1557->'''Alignment:''' TrueNeutral (girallon), ChaoticEvil (high girallon)
1558->'''Size:''' Large
1559
1560* DealWithTheDevil: Legend has it that the first girallons were originally people who called on demon lords to gain great strength, in the process abandoning their humanity.
1561* KillerGorilla: The girallon is an aggressive, territorial, strong and dangerous gorilla-like carnivore. Their four arms can inflict incredible damage on anyone or anything they perceive as intruders.
1562* MonsterLord: High girallons often become leaders of huge troops of their less intelligent kin.
1563* MultiArmedAndDangerous: A girallon has four muscular arms.
1564* NonhumanHumanoidHybrid: High girallons have been known to breed with orcs, giving rise to four-armed white orcs.
1565[[/folder]]
1566
1567[[folder:Gloomwasp]]
1568[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gloomwasp.png]]
1569->'''Level:''' 6
1570->'''Alignment:''' TrueNeutral
1571->'''Size:''' Small
1572
1573Gloomwasps are the result of giant vermin exposed to the flesh-altering radiations of the Darklands, becoming vibrantly colorful if highly toxic additions to the strange ecosystem that thrives below Golarion’s surface.
1574
1575Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Gloomwasp here]].
1576----
1577* LightEmUp: They can emit beams of ultraviolet light and control the luminosity of other light sources.
1578* SeeTheInvisible: They have ''see invisibility'' running constantly as a spell-like ability.
1579[[/folder]]
1580
1581[[folder:Hodag]]
1582->'''Level:''' 6
1583->'''Alignment:''' TrueNeutral
1584->'''Size:''' Large
1585----
1586* SuperPersistentPredator: If a hodag becomes interested in a prey item, it will follow and stalk it, sometimes for weeks.
1587[[/folder]]
1588
1589[[folder:Karkinoi]]
1590->'''Level:''' 6
1591->'''Alignment:''' ChaoticEvil
1592->'''Size:''' Large
1593
1594Giant brutish beings who attack all who cross their paths and eat the bodies.
1595
1596Their stats can be found in ''Bestiary 4'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/karkinoi/ here]].
1597
1598!!Karkinoi Brood Swarm
1599[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_karkinoi_brood_swarm.PNG]]
1600->'''Level:''' 4
1601->'''Alignment:''' ChaoticEvil
1602->'''Size:''' Tiny [swarm]
1603
1604Swarms of newly hatched karkinoi.
1605
1606Their stats can be found in ''Plunder & Peril'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/karkinoi/karkinoi-brood-swarm/ here]].
1607----
1608* EnfantTerrible: They're basically children, but they're just as bloodthirsty as the adults and even more voracious.
1609[[/folder]]
1610
1611[[folder:Kurnugian Jackal]]
1612->'''Level:''' 6
1613->'''Alignment:''' ChaoticEvil
1614->'''Size:''' Medium
1615----
1616* ExtraEyes: A Kurnugian jackal has a third eye on its forehead.
1617* HypnoticEyes: A Kurnugian jackal's third eye can hypnotise a victim, who often proceeds to be led into the wilderness and then released, lost with no memory of how they got there.
1618[[/folder]]
1619
1620[[folder:Manticore]]
1621[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_manticore.png]]
1622->'''Level:''' 6
1623->'''Alignment:''' LawfulEvil
1624->'''Size:''' Large
1625
1626Ferocious chimeric predators that live in desolate wildernesses.
1627----
1628* GirlsWithMoustaches: Female manticores with human heads grow beards the same as males; likewise, lion-headed females sport full manes.
1629* HybridMonster: Manticores can interbreed with a number of other similarly shaped creatures, including lions, dire lions, lamias, sphinxes and chimeras. The offspring of a manticore with a magical beast is the same species as the non-manticore parent, with spiked tails.
1630* MixAndMatchCritters: They have the bodies of lions, with human faces, batlike wings and spiked tails.
1631* OurManticoresAreSpinier: Lionlike monsters with either lion or human heads, razor-sharp teeth, bat wings and tails covered in spikes that can be launched in deadly volleys.
1632* SpikeShooter: Manticores can launch the spikes on their tails like projectile weapons.
1633
1634!!Desert Manticore
1635->'''Level:''' 12
1636----
1637* BewareMyStingerTail: Instead of the common manticore's spiked tail, desert manticores have large scorpion tails dripping with venom.
1638* CompetitionFreak: Desert manticores are known for their egos and constant attempts to outmatch local sphinxes, but none has ever been accounted to be fruitful.
1639
1640!!Barded Manticore
1641->'''Level:''' 18
1642----
1643* AttackReflector: A barded manticore that critically succeeds at a saving throw when an opponent targets it with a spell can redirect the spell at another.
1644* BeastWithAHumanFace: Unlike other manticores, a barded manticore has the face of a human.
1645* CannibalismSuperpower: Eating equipment inscribed with runes grant a barded manticore the ability to cast spells, depending on the manticore's habitat and exact runes consumed.
1646* MetalMuncher: Barded manticores seek the rarest, most valuable metals to eat.
1647[[/folder]]
1648
1649[[folder:Mpeshi]]
1650->'''Level:''' 6
1651->'''Alignment:''' TrueNeutral
1652->'''Size:''' Large
1653----
1654* ChainLightning: A buzzing static electricity surrounds the mpeshi, causing all electricity damage to arc to a random adjacent creature.
1655* HornAttack: Electricity arcs around a mpeshi's sharp horns, which it can use to both batter and gore.
1656[[/folder]]
1657
1658[[folder:Shimmernewt]]
1659->'''Level:''' 6
1660->'''Alignment:''' ChaoticNeutral
1661->'''Size:''' Medium
1662----
1663* BeastlyBloodsports: Some underground rings host shimmernewt fights. Strolling down the docks of any port town in Holomog for a few minutes provokes whispered invitations to these fights. Though many decry these fights as inhumane, each time a ring is shut down, another pops up sooner or later.
1664* FlashStep: A shimmernewt can surge forward so quickly it slips through space, teleporting to a target for an unexpected attack.
1665* {{Mutants}}: The chaotic energies that have infused the shimmernewt can sometimes manifest in dramatic ways, resulting in mutations.
1666[[/folder]]
1667
1668[[folder:Skull Peeler]]
1669->'''Level:''' 6
1670->'''Alignment:''' TrueNeutral
1671->'''Size:''' Small
1672----
1673* KillerRabbit: Skull peelers are considered by many to be downright adorable, but are also ferocious predators, capable of hunting prey that much larger carnivores struggle to kill.
1674* OffWithHisHead: Skull peelers hunt by hanging motionlessly in treetop canopies. When prey approaches, the skull peeler lashes out with its long tongue, severing the creature's head from its body and consuming it.
1675[[/folder]]
1676
1677[[folder:Spawn of Kothogaz]]
1678->'''Level:''' 6
1679->'''Alignment:''' NeutralEvil
1680->'''Size:''' Large
1681----
1682* AcidAttack: Spawn of Kothogaz drool a thick, caustic acid which causes equipment and flesh to melt and partially fuse.
1683* BigCreepyCrawlies: These insectile creatures are far bigger than normal insects.
1684* DeathActivatedSuperpower: When a spawn of Kothogaz dies, its foulness seeps into the land, causing non-magical plant life to decay.
1685[[/folder]]
1686
1687[[folder:Spiroskek]]
1688[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_spiroskek.PNG]]
1689->'''Level:''' 6
1690->'''Alignment:''' ChaoticNeutral
1691->'''Size:''' Medium
1692These insectile carnivores of Nar-Voth stalk a variety of intelligent prey, and generations of devouring derros, hryngar, and fey has imparted the creatures with a measure of illusory magic. They are clever ambush predators, capable of phenomenal bursts of speed.
1693Their stats can be found in ''Down the Blighted Path'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Spiroskek here]].
1694----
1695* BigCreepyCrawlies: The spiroskek is an elk-sized insectoid big enough to prey upon deros and hryngar.
1696[[/folder]]
1697
1698[[folder:Taniwha]]
1699->'''Level:''' 6
1700->'''Alignment:''' ChaoticGood
1701->'''Size:''' Large
1702----
1703* BadPowersGoodPeople: They have fear causing and memory erasing powers, and the book notes that while such powers are usually seen as evil, the Taniwha mainly uses them to scare enemies away (as well as make them forget so they don't come back) without hurting them.
1704* MixAndMatchCritter: They look like an eel with a crocodile head.
1705[[/folder]]
1706
1707[[folder:Glacier Toad]]
1708->'''Level:''' 6
1709->'''Alignment:''' TrueNeutral
1710->'''Size:''' Large
1711----
1712* AmphibianAtLarge: The glacier toad is an improbably large cousin of the common toad.
1713[[/folder]]
1714
1715[[folder:Virtuosic Lyrebird]]
1716->'''Level:''' 6
1717->'''Size:''' Tiny
1718----
1719* MagicMusic: The virtuosic lyrebird can cast spells purely through its stong, and others can use its trill to embellish their magic.
1720* PowerCopying: Virtuosic lyrebirds can mimic spell incantations as easily as any other sound they heard.
1721[[/folder]]
1722
1723!!Level 7
1724
1725[[folder:Black Shuck]]
1726->'''Level:''' 7
1727->'''Alignment:''' ChaoticNeutral
1728->'''Size:''' Large
1729----
1730* {{Cyclops}}: A black shuck only has a single, glowering green eye.
1731* HumanDisguise: Black shucks often take advantage of the camaraderie of travellers, changing into human forms and luring lone wanderers into a foggy moor with promises of food, a camp, or simple companionship. Once the victim is lured to the killing ground, the black shuck transforms into its true form.
1732* MuggingTheMonster: Rarely, a black shuck develops a curious benevolent edge, sometimes taking on the form of vulnerable and lonely travellers to attract robbers and thieves to them.
1733* WeatherManipulation: Old shucks gain the ability to cause storms in their home territory.
1734[[/folder]]
1735
1736[[folder:Cerynitis]]
1737->'''Level:''' 7
1738->'''Alignment:''' TrueNeutral
1739->'''Size:''' Large
1740Golden does born to deer who have a deity's favor.
1741----
1742* OneGenderRace: All cerynitises are does.
1743[[/folder]]
1744
1745[[folder:Chimera]]
1746[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chimera.png]]
1747->'''Level:''' 7
1748->'''Alignment:''' ChaoticEvil
1749->'''Size:''' Large
1750
1751Predators who mix the features of a lion, a goat, and a dragon.
1752----
1753* BreathWeapon: A chimera has a breath weapon granted from its chromatic dragon head.
1754* ClassicalChimera: Chimeras are leonine creatures with a lion head, a goat head, and the head and BreathWeapon of any one grouping of dragon (arcane, divine, primal, occult); chimeras living in specific environments may have the heads of felines or ungulates native to those areas instead. They were some of the many horrible creations of Lamashtu, the [[MakerOfMonsters Mother of Monsters]], and are believed to originate on the archipelago of Iblydos, a FantasyCounterpartCulture to ancient Greece. They're vicious, aggressive monsters that haunt the wilderness, and all three heads speak with a single mind. There are also mythic chimeras, the first members of the race to be created, who have the goat head between their shoulders and snake-headed tail instead of the dragon head; these are the progenitors of their modern, weaker kin, and serve as the female counterparts to the male orthroses, two-headed dogs with snake tails.
1755* {{Hermaphrodite}}: Chimeras are hermaphroditic, alternating between male and female to match the situations they are in.
1756* LosingYourHead: Losing a head doesn't kill a chimera as long as it still has one head left.
1757* MixAndMatchCritters: Huge lions with additional goat and dragon heads and great batlike wings.
1758** The specific sort of dragon varies with the environment, granting them different breath weapons, and their other heads likewise tend to vary based on what animals are native to the chimera's specific home. Chimeras native to the arctic or high mountains, for instance, can have the heads of snow leopards or pumas, white dragons, and musk oxen, mountain goats or even walruses. Ones inhabiting swamps and jungles pair black dragon heads with those of tigers, leopards and jaguars. More unique variants can have the heads of ankhravs, snapping turtles, wolves, hippogriffs or snakes. A greater chimera can have any combination of three heads chosen from the following: adult dragon, cave worm, phantasmal beast, witchwarg, emperor cobra or screeching roc.
1759** Legendary chimeras, a particularly ancient variety, have no wings, the goat head sprouting from their backs, goat hind legs and the dragon head at the end of their tails.
1760* MultipleHeadCase: Three in total, one being that of a goat, one that of a lion and one that of a dragon of any kind. These heads share a single will and act in concert, rather than being three distinct personalities.
1761* UndergroundMonkey: For any given environment, there's likely some variant of chimera native to it, and sporting the heads of predators, ungulates and dragons native to it -- go into the arctic, for instance, and you're likely to run into hairy chimeras with the heads of white dragons, polar bears and walruses.
1762[[/folder]]
1763
1764[[folder:Dragonne]]
1765[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dragonne.png]]
1766->'''Level:''' 7
1767->'''Alignment:''' TrueNeutral
1768->'''Size:''' Large
1769----
1770* CatlikeDragons: They're hybrids of brass dragons and lions, with a generally leonine body shape bearing a dragons' scales, wings, tail and horns.
1771* MixAndMatchCritters: They resemble huge lions with the wings, horns, scales and tails of brass dragons.
1772[[/folder]]
1773
1774[[folder:Dweomercat]]
1775[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/dweomercat.png]]
1776->'''Level:''' 7 (adult), 2 (cub)
1777->'''Alignment:''' ChaoticNeutral
1778->'''Size:''' Medium (adult), Small (cub)
1779
1780Four-eyed, magical felines from the First World, dweomercats sometimes cross over into the Universe where planar boundaries are thin. They are particularly infamous for their ability to twist offensive magic to their service.
1781----
1782* AmazingTechnicolorWildlife: They resemble panthers with purple fur marked with swirling markings and with green teeth.
1783* ExtraEyes: They have four.
1784* {{Familiar}}: Dweomercat cubs are sometimes taken as familiar by powerful spellecasters.
1785* {{Invisibility}}: They become invisible when targeted by illusion spells.
1786[[/folder]]
1787
1788[[folder:Kirin]]
1789->'''Level:''' 7
1790->'''Alignment:''' LawfulGood
1791->'''Size:''' Large
1792----
1793* BreathWeapon: They can breathe fire.
1794* {{Flight}}: They can naturally cast Wind Walk on themselves to move on the air.
1795* HorseOfADifferentColor: They sometimes serve as intelligent, flying mounts for particularly good and noble heroes.
1796* KingMook: Emperor kirins, particularly old, wise and powerful members of their species who have earned the respect of their kin and possess greater magical powers.
1797* {{Kirin}}: They're LawfulGood creatures resembling stags covered in draconic scales, and spend most of their time galloping on the winds high above the ground. Some knights are able to persuade them to serve them as [[HorseOfADifferentColor mounts]], an honor only the noble-hearted are granted.%%In universe
1798* WalkOnWater: They can walk on the surface of bodies of water as it were solid ground.
1799[[/folder]]
1800
1801[[folder:Kravyad]]
1802[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kravyad.PNG]]
1803->'''Level:''' 7
1804->'''Alignment:''' ChaoticEvil
1805->'''Size:''' Large
1806
1807Creatures born from the residual magic of the Eye of Abdenego after its creation, kravyads are tormented by a perpetual gnawing hunger.
1808----
1809* ExtremeOmnivore: A particularly starving kravyad will resort to eating nearly anything, and its treasure typically consists of swallowed items that it failed to digest.
1810* OfficialFanSubmittedContent: The kravyad was created by Williams Collins as part of Paizo's RPG Superstar competition in 2015.
1811* ShockAndAwe: A kravyad is surrounded by an aura of electricity.
1812[[/folder]]
1813
1814[[folder:Mngwa]]
1815->'''Level:''' 7
1816->'''Alignment:''' ChaoticEvil
1817->'''Size:''' Large
1818----
1819* ThePowerOfHate: Mngwas are the incarnation of malevolent jungle spirits, driven by anger directed toward their focus of hate, who has despoiled the jungle or desecrated a sacred site.
1820[[/folder]]
1821
1822[[folder:Ngoga]]
1823->'''Level:''' 7
1824->'''Alignment:''' TrueNeutral
1825->'''Size:''' Large
1826----
1827* BeastOfBattle: Ghol-Gani soldiers often trained ngogas to fight alongside them in battle, and modern cyclopes who encounter ngogas inevitably feel a sort of kinship to them.
1828* {{Cyclops}}: The ngoga is an animalistic offshot of the cyclops.
1829[[/folder]]
1830
1831[[folder:Serpopard]]
1832->'''Level:''' 7
1833->'''Alignment:''' ChaoticNeutral
1834->'''Size:''' Medium
1835Desert-dwelling creatures resembling leopards with long serpentine necks. Their stats can be found in ''Mummy's Mask: Shifting Sands'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/serpopard/ here]].
1836----
1837* ArchEnemy: Serpopards attack most sphinxes on sight, and sphinxes treat serpopards accordingly. Perhaps as a consequence of their antipathy toward sphinxes, serpopards also hate riddles and word games.
1838* LongNeck: The serpopard is named as such since it resembles a leopard with a snake-like long neck, which grants it additional reach.
1839[[/folder]]
1840
1841[[folder:Shimmerthief]]
1842->'''Level:''' 7
1843->'''Alignment:''' ChaoticNeutral
1844->'''Size:''' Medium
1845----
1846* AbstractEater: Shimmerthieves feed on light, leaving behind pockets of darkness. A few develop a taste for and the capacity to consume life energy or thought energy, all while keeping the ability to feed on light--and purposely create pockets of darkness to trap and feed on victims.
1847* SupernaturalFearInducer: The shimmerthief's unearthly wail frightens those who hear it.
1848[[/folder]]
1849
1850[[folder:Solar Ibis]]
1851->'''Level:''' 7
1852->'''Alignment:''' NeutralGood
1853->'''Size:''' Large
1854----
1855* LightEmUp: The solar ibis is surrounded by a halo of brilliant light, which sends shards of burning light in all directions when detonated.
1856[[/folder]]
1857
1858[[folder:Steam Hog]]
1859->'''Level:''' 7
1860->'''Alignment:''' TrueNeutral
1861->'''Size:''' Huge
1862
1863Amalgamations of flesh and steel created by fire giants as beasts of war.
1864----
1865* AttackAnimal: They head the front lines of armies of fire giants.
1866* BattleTrophy: The armor of a steam hog is usually reforged from the weapons and armor of its vanquished foes, making their armor a sort of record recounting the battles and wars it's fought in. After a steam hog dies, some fire giants keep these sets of armor as heirlooms.
1867* BreathWeapon: Steam hogs can snort a cloud of burning steam that lingers and obscures vision.
1868* FullBoarAction: Enormous, armored boar-like beasts known for their foul temper and razor-sharp metallic tusks, and often used as beasts of war by their handlers.
1869[[/folder]]
1870
1871[[folder:Suvarden]]
1872->'''Level:''' 7
1873->'''Alignment:''' TrueNeutral
1874->'''Size:''' Large
1875----
1876* ClockRoaches: Suvardens try to maintain cause and effect with their guidance; if they fail, they let crueller, more powerful creatures like hounds of Tindalos get involved.
1877* WindsOfDestinyChange: A suvarden can interfere with the fate of another creature, pushing one of its actions towards a lucky or unlucky outcome.
1878[[/folder]]
1879
1880[[folder:Tiddalik]]
1881->'''Level:''' 7
1882->'''Alignment:''' NeutralEvil
1883->'''Size:''' Huge
1884----
1885* AmphibianAtLarge: Tiddaliks are giant monstrosities resembling grossly swollen frogs.
1886* VillainousGlutton: Upon finding a source of water, the tiddalik submerges itself and begins to drink and drink and drink. Over time, it slurps the water down to the very last drop. The water sustains the tiddalik for years, while the land suffers a great drought. Desperate locals trying to undo a tiddalik's work are met with its gullet or torrents of water.
1887[[/folder]]
1888
1889[[folder:Yaoguai]]
1890->'''Level:''' 7
1891->'''Alignment:''' TrueNeutral
1892->'''Size:''' Huge
1893----
1894* WoobieSpecies: They are basically ordinary animals turned into vicious monsters through no fault of their own. Furthermore, their [[PainfulTransformation transformation leaves them in constant pain]].
1895[[/folder]]
1896
1897!!Level 8
1898[[folder:Baku]]
1899->'''Level:''' 8 (normal), 11 (dreamweaver)
1900->'''Alignment:''' TrueNeutral
1901->'''Size:''' Medium
1902
1903Creatures that feed on dreams and thoughts.
1904----
1905* {{Baku}}: They're by and large a faithful take on the baku of Japanese folklore, resembling floating, shaggy and tusked tapirs who eat dreams. They're also, as an extrapolation of their association with dreams, mortal enemies of the dream-haunting night hags, and go to great lengths to hunt them down, fight them and prevent them from preying on sleeping minds.
1906* DreamStealer: Like the mythical baku, they feed on dreams. They can choose between eating all of a person's dreams, which causes the dreamer to wake up later exhausted and unrefreshed, or only their nightmares, which grants immunity to nightmare-inducing magic or dream haunting by malicious beings.
1907[[/folder]]
1908
1909[[folder:Coeurl]]
1910->'''Level:''' 8
1911->'''Alignment:''' ChaoticNeutral
1912->'''Size:''' Large
1913----
1914* AbstractEater: Coeurl physiology is dependant on a poorly-understood element called ''id'', which is produced by and contained by living creatures. Without it, they starve to death, just like a normal animal without food or water.
1915[[/folder]]
1916
1917[[folder:Decapod Dinghy]]
1918->'''Level:''' 8
1919->'''Size:''' Gargantuan
1920----
1921* CombatTentacles: The decapod dinghy's anemones sting foes with their tentacles.
1922* HorseOfADifferentColor: Decapod dinghies are massive crabs that often assist local humanoids with transportation.
1923* TheInfested: Decapod dinghies carry sea anemones on their backs as poisonous extensions of their own bodies, using their response to movements in the water to compensate for their poor vision.
1924[[/folder]]
1925
1926[[folder:Feeder in the Depths]]
1927->'''Level:''' 8
1928->'''Alignment:''' LawfulEvil
1929->'''Size:''' Huge
1930Feeders in the depths closely resemble ordinary sharks, but they are faster, stronger, and far more intelligent and malevolent. Over the course of fifteen years, sahuagin priests feed an ordinary shark aquatic humanoids while performing magical rituals to bind dark power and the intelligence of its victims into the animal, creating a feeder in the depths.
1931----
1932* TheNoseKnows: A feeder in the depths can notice creatures by scent in a 180-foot radius underwater, and can detect blood in the water at a distance of up to 1 mile.
1933* ThreateningShark: Feeders in the depths are faster, stronger, and far more intelligent and malevolent than normal sharks.
1934* UpliftedAnimal: Feeders in the depths begin life as ordinary sharks, infused by sahuagin priestesses with malign power and the stolen intelligence of their victims.
1935[[/folder]]
1936
1937[[folder:Gammenore]]
1938->'''Level:''' 8
1939->'''Alignment:''' TrueNeutral
1940->'''Size:''' Large
1941----
1942* GiantEnemyCrab: The gammenore is a crustacean approximately 8 feet wide, and weighs between 2,000 and 3,000 pounds.
1943* AnIcePerson: A gammenore can force freezing water through pores in its carapace to produce long, sharp spikes of ice.
1944[[/folder]]
1945
1946[[folder:Girtablilu]]
1947[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pzo_9082_orchamus_by_caiomm_d7r94sp.jpg]]
1948->'''Level:''' 8
1949->'''Alignment:''' TrueNeutral
1950->'''Size:''' Large
1951
1952* TheBeastmaster: They have a very focused version of the Wild Empathy ability, allowing them to communicate with and direct both normal and giant scorpions.
1953* BewareMyStingerTail: Their scorpion tails give them access to a painful -- and poisonous -- sting.
1954* ScorpionPeople: They're highly religious scorpion-centaurs inspired by Mesopotamian myth. They have scorpion claws growing from their waists, can control regular scorpions, and guard tombs and holy sites in the deserts of [[DarkestAfrica Garund]], where they live in devoutly theocratic societies. Their stings, of course, are highly poisonous.
1955[[/folder]]
1956
1957[[folder:Lammasu]]
1958->'''Level:''' 8
1959->'''Alignment:''' LawfulGood
1960->'''Size:''' Large
1961----
1962* SheduAndLammasu: Lammasu have lion bodies, eagle wings, and human heads adorned with flowing beards and regal jewelry. They live in deserts, often among ancient ruins, and are noble defenders of the good and helpless against evil. Lammasu are naturally given to being protective and mentoring of younger and weaker creatures, although they often come across as superior and patronizing.
1963[[/folder]]
1964
1965[[folder:Pyropiscis]]
1966->'''Level:''' 8
1967->'''Alignment:''' TrueNeutral
1968->'''Size:''' Large
1969----
1970* EatDirtCheap: Pyropiscises derive sustenance directly from molten rock, leaching necessary minerals and volatiles from lava as it passes through their gills.
1971* FiendishFish: These giant primordial lungfish-like creatures are hostile to all other creatures, and are a recurring bane to miners and excavators.
1972* HorseOfADifferentColor: Some fire giants have been known to ride giant pyropiscises as mounts into battle.
1973* MagmaMan: Pyropiscises are adapted to living in the depths of volcanoes, and can spit lava as a ranged attack.
1974[[/folder]]
1975
1976[[folder:Shalkeshka]]
1977->'''Level:''' 8
1978->'''Alignment:''' TrueNeutral
1979->'''Size:''' Large
1980A dangerous nuisance in northern Garund, a shalkeshka is a strange burrowing predator that inhabits fertile soil near rivers, oases, and (most destructively) farmland. This creature's anatomy is reminiscent of an insect or some sort of lizard, and when burrowing it tears into the earth with its claws, swimming through sand and soil. Their stats can be found in ''Mummy's Mask: Shifting Sands'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/shalkeshka/ here]].
1981----
1982* DigAttack: A shalkeshka can burrow into dirt, sand, or loose soil to lie in ambush 30 feet beneath the surface. It monitors the area above it using tremorsense, awaiting a victim's movement into the area. When it detects prey, the shalkeshka can surge to the surface and bite.
1983[[/folder]]
1984
1985[[folder:Shantak]]
1986[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shantak_1e_pathfinder.png]]
1987 [[caption-width-right:300:1E]]
1988->'''Level:''' 8
1989->'''Alignment:''' ChaoticEvil
1990->'''Size:''' Huge
1991----
1992* HorseOfADifferentColor: Those who seek to travel to other worlds might consider using a shantak as a mount.
1993* PublicDomainCharacter: They originally appeared in ''Literature/TheDreamQuestOfUnknownKadath''.
1994* SapientSteed: Shantaks are far more intelligent than animals, and convincing one to become a mount is notoriously difficult. They refuse any sort of training, and even if one is convinced to ferry a humanoid on their back, they can be obstinate and fickle.
1995* WhyDidItHaveToBeSnakes: Shantaks possess irrational fears of certain creatures, like harpies, gargoyles and especially nightgaunts.
1996[[/folder]]
1997
1998[[folder:Stymphalides]]
1999->'''Level:''' 6 (swarm), 8 (giant)
2000->'''Alignment:''' TrueNeutral
2001->'''Size:''' Tiny (swarm), Large (giant)
2002----
2003* BeakAttack: Stymphalides beaks are supernaturally sharp and can pierce animal hides and armour.
2004* GiantFlyer: Giant stymphalides grow up to 13 feet tall and weigh over 250 pounds, with wingspans reaching upward of 25 feet.
2005* RazorWings: The wings of stymphalides are as sharp as knives, enough tp lacerate their prey.
2006[[/folder]]
2007
2008[[folder:Su]]
2009->'''Level:''' 8
2010->'''Alignment:''' ChaoticEvil
2011->'''Size:''' Medium
2012----
2013* PsychicChildren: Su whelps possess psychic powers that fade with age. By the time they reach their full predatory form, all psychic magic has vanished.
2014[[/folder]]
2015
2016[[folder:Thrushmoor Angler]]
2017->'''Level:''' 8
2018->'''Alignment:''' ChaoticNeutral
2019->'''Size:''' Medium
2020----
2021* BizarreSexualDimorphism: Much like real anglerfish. Male Thrushmoor anglers are much smaller than females, are exclusively aquatic (until attached to a female) and rise only just above animal intelligence. Their vestigial limbs are unfeasible for travelling on land, and their tiny lure is useful only for attracting small prey.
2022* LuringInPrey: A glittering, luminescent organ suspended by a fleshy tether hangs like a lantern above the head of a Thrushmoor angler. Once an unfortunate soul approaches the angler, the sight of the lure clouds the victim's mind and compels them to walk toward its jaws.
2023* TerrestrialSeaLife: The Thrushmoor angler is a semiaquatic predator that can walk on land with multiple misshapen limbs.
2024[[/folder]]
2025
2026!!Level 9
2027[[folder:Ahool]]
2028->'''Level:''' 9
2029->'''Alignment:''' NeutralEvil
2030->'''Size:''' Large
2031An ancient species of primitive and vicious intelligence.
2032----
2033* ToServeMan: Ahools prefer the flesh of intelligent creatures.
2034[[/folder]]
2035
2036[[folder:Camulatz]]
2037->'''Level:''' 9
2038->'''Alignment:''' ChaoticEvil
2039->'''Size:''' Large
2040----
2041* FeatheredFiend: Camulatz are enormous, vicious birds that possess a cruel intelligence. Vile headhunters and aggressive demon-worshippers, they prey on all sentient creatures as sacrifices to the demon lord Pazuzu.
2042* OffWithHisHead: On an attack roll of a natural 20 (followed by a successful roll to confirm the critical hit) with its bite attack, a camulatz severs its opponent's head.
2043* VoiceChangeling: Camulatz have a special affinity for sounds, naturally mimicking voices and animal noises, while perfecting the magical ability to displace such sounds.
2044[[/folder]]
2045
2046[[folder:Dragon Horse]]
2047->'''Level:''' 9
2048->'''Alignment:''' NeutralGood
2049->'''Size:''' Large
2050----
2051* BreathWeapon: A dragon horse can breathe out a cone of mist that can produce various effects.
2052* EvilDetectingDog: Dragon horses automatically know the alignment of any creature they can see.
2053* NonIndicativeName: Despite their name, dragon horses are not related to dragons.
2054* OnlyTheChosenMayRide: Dragon horse foals are highly prized as potential steeds, but dragon horses are intelligent and cannot be trained as mounts. Instead, one who seeks a dragon horse mount must use diplomacy to secure its aid.
2055[[/folder]]
2056
2057[[folder:Gbahali]]
2058->'''Level:''' 9
2059->'''Alignment:''' TrueNeutral
2060->'''Size:''' Huge
2061----
2062* SwallowedWhole: An adult gbahali can quickly take down and consume livestock, leaving no sign of its meals but enormous scuffed tracks, as its jaws are large enough to swallow many creatures whole.
2063[[/folder]]
2064
2065[[folder:Mamlambo]]
2066->'''Level:''' 9
2067->'''Alignment:''' NeutralEvil
2068->'''Size:''' Huge
2069----
2070* MixAndMatchCritters: Mamlambos look like crocodiles, with a horse-like head and four stubby legs inefficient for land movement.
2071* ToServeMan: Mamlambos prefer to eat humanoids, particularly humans.
2072* WhyDidItHaveToBeSnakes: Mamlambos have a phobia toward river otters, despite being much larger and more dangerous. River-dwelling people in the Mwangi Expanse often keep trained otters to ward off potential mamlambos.
2073[[/folder]]
2074
2075[[folder:Nependis]]
2076->'''Level:''' 9
2077->'''Alignment:''' ChaoticEvil
2078->'''Size:''' Large
2079----
2080* ToServeMan: Nependises favors intelligent prey, fey in particular, both for the taste and the thrill of the hunt.
2081[[/folder]]
2082
2083[[folder:Shedu]]
2084->'''Level:''' 9
2085->'''Alignment:''' LawfulGood
2086->'''Size:''' Large
2087----
2088* HealingHands: Shedus are healers by nature; their innate magic is geared towards undoing physical harm and curing disease, and they put this to use by combating illness and opposing those who would spread plague.
2089* {{Seers}}: They're naturally prescient, and can see how any choice they make will impact their own futures.
2090* SheduAndLammasu: Shedus resemble winged bulls with horned human heads and are powerful champions of good who live in ruins, caves and ancient temples in desert lands.
2091[[/folder]]
2092
2093[[folder:Star Monarch]]
2094->'''Level:''' 9
2095->'''Alignment:''' ChaoticGood
2096->'''Size:''' Huge
2097
2098Star monarchs are magical emissaries of Desna, guides and protectors of those who wander and guardians of dreams.
2099-----
2100* BigCreepyCrawlies: They resembles moths the size of hang gliders.
2101[[/folder]]
2102
2103[[folder:Storm Aurochs]]
2104->'''Level:''' 9
2105->'''Alignment:''' ChaoticNeutral
2106->'''Size:''' Huge
2107----
2108* BrutishBulls: Though ostensibly domesticated centuries ago by storm giants, storm aurochs remain territorial, and are among the most fearsome and dangerous of the creatures that pass through Golarion's skies.
2109* ShockAndAwe: A storm aurochs steps grow thunderous as it charges toward its enemies.
2110* WeatherManipulation: When at least three storm aurochs gather in one place, they can influence the weather.
2111[[/folder]]
2112
2113[[folder:Teraphant]]
2114->'''Level:''' 9
2115->'''Alignment:''' TrueNeutral
2116->'''Size:''' Huge
2117----
2118* TheEmpath: Teraphants' psychic powers warn them against creatures approaching with ill intent. Vudrani hunters known as apathets, who hunt teraphants, rely on emotion-deadening alchemical elixirs and spells to get close to their prey.
2119* GaleForceSound: Teraphants can push foes away with a loud psychokinetic trumpet.
2120[[/folder]]
2121
2122[[folder:Tikbalang]]
2123->'''Level:''' 9
2124->'''Alignment:''' ChaoticNeutral
2125->'''Size:''' Large
2126----
2127* TheTrickster: Tikbalangs delight in leading travelers astray. They deceive and mislead with magic, leaping from tree to tree while laughing or neighing uncontrollably. While not malicious, neither are they empathetic to the plight of their victims.
2128[[/folder]]
2129
2130[[folder:Yrthak]]
2131->'''Level:''' 9
2132->'''Alignment:''' TrueNeutral
2133->'''Size:''' Huge
2134----
2135* LoudOfWar: A yrthak can fire a sonic lance at enemies, or at a nonmagical object to create an explosion.
2136[[/folder]]
2137
2138!!Level 10
2139[[folder:Abaia]]
2140->'''Level:''' 10
2141->'''Alignment:''' TrueNeutral
2142->'''Size:''' Huge
2143Aquatic creatures originating from the First World that favor magical waters as their habitat.
2144----
2145* ExtraEyes: An abaia has two pairs of eyes.
2146[[/folder]]
2147
2148[[folder:Chaos Falcon]]
2149->'''Level:''' 10
2150->'''Size:''' Huge
2151----
2152* FlechetteStorm: When a chaos falcon dives downwards at a solid object, that surface is shattered into sharp shards and droplets of molten stone.
2153* YinYangBomb: Chaos falcons simultaneously embody elemental air, fire and water, and have a tendency to rain both fire and ice.
2154[[/folder]]
2155
2156[[folder:Eberark]]
2157->'''Level:''' 10
2158->'''Alignment:''' NeutralEvil
2159->'''Size:''' Huge
2160----
2161* PlayingWithFire: An eberark leaves a trail of magical fire behind it as it moves.
2162[[/folder]]
2163
2164[[folder:Estuarine Worm]]
2165->'''Level:''' 10
2166->'''Alignment:''' TrueNeutral
2167->'''Size:''' Large (shemu form), Huge (ahket form)
2168When Alboras, one of the brightest navigable stars, returns to the night sky, it is a sure sign the River Sphinx will soon flood its banks and replenish the land after the harvest. The inundation also revives the rare but deadly estuarine worms. During the wet season, which is called ahket in Osiriani, the giant worms hunt the flooded plains. When the waters recede and Alboras disappears below the horizon again, the estuarine worms retreat as well. During shemu, the dry season, they enter a semi-torpid state and lie buried beneath the dry soil for protection.
2169Their stats can be found in ''Mummy's Mask: Secrets of the Sphinx'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Estuarine%20Worm%20(Ahket%20Form) here]].
2170----
2171* BioluminescenceIsCool: In ahket form, an estuarine worm has a bioluminescent organ atop its head. At night, the tiny, flickering light might be mistaken for a star low on the horizon. Stories are told of travellers who mistake the light for Alboras and navigate their boats right into the maw of a worm.
2172[[/folder]]
2173
2174[[folder:Gargiya]]
2175->'''Level:''' 10
2176->'''Alignment:''' TrueNeutral
2177->'''Size:''' Huge
2178
2179Primordial cousins of sea serpents who hold lava in their bellies, gargiyas are rare creatures found in areas of high volcanic activity.
2180----
2181* PlayingWithFire: They're sustained by a core of magma within their bellies, making them burning-hot to the touch and allowing them to boil the water around them.
2182* TakingYouWithMe: On dying, a gargiya vomits up the molten boulder that heats its body, dealing fire damage to anything standing close to it.
2183[[/folder]]
2184
2185[[folder:Mobogo]]
2186->'''Level:''' 10
2187->'''Alignment:''' ChaoticEvil
2188->'''Size:''' Huge
2189----
2190* AmphibianAtLarge: The mobogo is a gigantic toad that can reach 18 feet tall and weigh 12000 pounds.
2191* HellIsThatNoise: A mobogo can unleash a thunderous croak that can stagger any creature that is not a boggard or mobogo.
2192* OverlyLongTongue: A mobogo's tongue can reach a distance equal to three times the mobogo's normal reach.
2193[[/folder]]
2194
2195[[folder:Muhuru]]
2196->'''Level:''' 10
2197->'''Alignment:''' TrueNeutral
2198->'''Size:''' Large
2199----
2200* DishingOutDirt: A muhuru can strike the ground with its tail to create a powerful tremor in a small area.
2201* LightEmUp: The muhuru's fin absorbs light and heat, which the muhuru can release as a cone of blinding light.
2202* TailSlap: A muhuru's spiked, club-like tail can deliver a powerful attack.
2203[[/folder]]
2204
2205[[folder:Myrmecoleon]]
2206->'''Level:''' 10
2207->'''Alignment:''' TrueNeutral
2208->'''Size:''' Huge
2209----
2210* AcidAttack: A myrmecoleon can eject a cone of acid from its mouth. Following the initial hit, the acids vaporise into a noxious cloud.
2211* DefeatEqualsExplosion: When a myrmecoleon dies, its body explodes, releasing the acids churning inside it.
2212* MonstrousCannibalism: An encounter between myrmecoleons usually results in a brutal death match, with the victor eating the loser.
2213[[/folder]]
2214
2215[[folder:Peuchen]]
2216->'''Level:''' 10
2217->'''Alignment:''' NeutralEvil
2218->'''Size:''' Medium
2219----
2220* ToServeMan: Peuchens prefer to drain the blood of humanoids.
2221* VoluntaryShapeshifting: When they hunt, peuchens take on the form of livestock, and trick shepherds or farmers into bringing them back to farms, homesteads and towns, where they can slip out each night to prey on any creatures they can find.
2222[[/folder]]
2223
2224[[folder:Quintessivore]]
2225->'''Level:''' 10
2226->'''Alignment:''' NeutralEvil
2227->'''Size:''' Medium
2228----
2229* SoulEating: A quintessivore doesn't immediately kill prey, but instead drags the creature to its lair, separates the soul from the body and pulls out the creature's individuality, reducing the soul down to quintessence, which the quintessivore then consumes.
2230[[/folder]]
2231
2232[[folder:Rukh]]
2233->'''Level:''' 3 (juvenile), 10 (adult)
2234->'''Alignment:''' TrueNeutral
2235->'''Size:''' Large (juvenile), Gargantuan (adult)
2236
2237* GiantFlyer: They resemble two-headed vultures that stand thirty-five feet tall with a sixty-foot wingspan.
2238* MultipleHeadCase: They have two heads.
2239* RocBirds: Rukhs are distinct from true rocs, although they're closely related, and resemble two-headed vultures instead of birds of prey. Unlike their more predatory cousins, they are scavengers and hunters of small prey (which given their size still means things like camels and humans).
2240[[/folder]]
2241
2242[[folder:Ursikka]]
2243->'''Level:''' 10
2244->'''Alignment:''' TrueNeutral
2245->'''Size:''' Huge
2246----
2247* BigCreepyCrawlies: Insect-like predators in the same general size range as rhinoceri and elephants.
2248[[/folder]]
2249
2250[[folder:Vorvorak]]
2251->'''Level:''' 10
2252->'''Alignment:''' TrueNeutral
2253->'''Size:''' Huge
2254----
2255* MakingASplash: Vorvoraks exert power over the water around them, allowing them to raise or lower its level, produce mist.
2256* PoisonousPerson: Vorvoraks have a poisonous bile and can eject large quantities of water mixed with this bile.
2257[[/folder]]
2258
2259[[folder:Water Orm]]
2260->'''Level:''' 10
2261->'''Alignment:''' TrueNeutral
2262->'''Size:''' Huge
2263----
2264* ElementalShapeshifting: They can transform themselves into serpentine stretches of water while traveling, aiding them in their efforts to remain unnoticed and unseen.
2265* GiantAnimalWorship: Land-dwellers sometimes go out of their way to nurture their local water orm as a creature of worship or a guardian, or because of some more convoluted local legend. Ceremonies are regularly held, and the innocuous public worship is typically a mask for a much more sinister cult. Some sacrifice humanoid flesh to their beast, and the occasional lone traveller fits the bill nicely for such a gift of blood. High-ranking cultists learn Aquan so that they can communicate with their object of worship, though only the cruellest orms perpetuate their worshippers' beliefs.
2266* MamaBear: A water orm mother is driven by the need to feed her newborn, and this need, as well as her desire to protect her young—makes her an even more dangerous foe to cross.
2267* SeaMonster: Apart from living in lakes, they fit quite well. Water orms are giant reptilian predators who lair in the dark depths of the waters, occasionally coming to the surface to augment their diets with the crews of fishing boats and inattentive shoreline wildlife. They're similar enough to sea serpents that many scholars speculate that there's a close relationship between the two, either the two species sharing a common ancestor or water orms descending from lake-bound sea serpents.
2268* StockNessMonster: Water orms are directly inspired by the legend of the Loch Ness monster and of similar lacustrine cryptids, sharing their environmental preference for cold, deep lakes, secretive habits and plesiosaur-like body shapes.
2269[[/folder]]
2270
2271[[folder:Zinba]]
2272->'''Level:''' 10
2273->'''Alignment:''' TrueNeutral
2274->'''Size:''' Large
2275----
2276* HealingHands: A zinba can metabolise a unique additive for its venom that converts it into a healing agent.
2277* HealingSpring: The water of a zinba's pool has minor healing qualities, but removing water from a den causes it to lose its healing properties after a few hours.
2278[[/folder]]
2279
2280!!Level 11
2281
2282[[folder:Genghryl]]
2283->'''Level:''' 11
2284->'''Alignment:''' TrueNeutral
2285->'''Size:''' Large
2286----
2287* IntroducedSpeciesCalamity: In their native Mwangi Expanse, genghryl populations are kept in check by giant ant colonies, but within the past several years, genghryls have begun appearing in Molthune, where they have no natural predators, while locals lack experience dealing with them. The local lords believe that someone accidentally brought genghryl eggs from the Mwangi Expanse, while the imperial governor in Canorate is offering a substantial reward to anyone who can exterminate the genghryls without introducing giant ants.
2288* MonstrousCannibalism: The first genghryl in a clutch to hatch eats the other eggs, feeding on its siblings to gain strength.
2289[[/folder]]
2290
2291[[folder:Gigas Clam]]
2292->'''Level:''' 11
2293->'''Alignment:''' ChaoticNeutral
2294->'''Size:''' Huge
2295
2296Sedentary bivalves that prefer to feed on air-breathing sentients.
2297
2298Their stats can be found in ''Skulls and Shackles: From Hell's Heart'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/gigas-clam/ here]].
2299----
2300* NonMammalMammaries: For some reason, the humanoid figure they have protruding from between their shells is feminine and thus has clear breasts.
2301* RammingAlwaysWorks: Their Siphon Jet ability lets them rapidly propel themselves in the water as living projectiles. They typically use this to strike ships from below, cracking open the hulls to sink them and let the gigas clams feed on the crew.
2302* SpikeShooter: They roll collected sediment and calcifications into needle-like darts they can eject through their siphons.
2303[[/folder]]
2304
2305[[folder:Gnoph-keh]]
2306->'''Level:''' 11
2307->'''Alignment:''' ChaoticEvil
2308->'''Size:''' Large
2309----
2310* AlienBlood: The gnoph-keh has watery blue blood, which evaporates in subtropical or hotter environments.
2311* BloodKnight: Gnoph-kehs are driven by war, and their only interaction with 'lesser' races is to create armies which they can unleash on similar races.
2312* AnIcePerson: A gnoph-keh radiates an aura of blistering cold, and can create a stationary blizzard.
2313* VertebrateWithExtraLimbs: The gnoph-keh is a six-legged creature vaguely akin to a polar bear in shape and outline.
2314[[/folder]]
2315
2316[[folder:Lukwata]]
2317->'''Level:''' 11
2318->'''Alignment:''' TrueNeutral
2319->'''Size:''' Huge
2320----
2321* FiendishFish: Lukwatas are enormous eel-like creatures that grow to over 20 feet in length and prey upon all who dare enter their deep jungle rivers and pools, including beasts typically considered apex predators like crocodiles. Their bite is capable of snapping ship timbers and cutting through hippopotamus bones alike, and they can capsize ships with unsettling ease.
2322[[/folder]]
2323
2324[[folder:Mapinguari]]
2325->'''Level:''' 11
2326->'''Alignment:''' TrueNeutral
2327->'''Size:''' Huge
2328----
2329* CannotCrossRunningWater: A mapinguari fears deep water and is unable to cross bodies of water wider than 10 feet. A mapinguari forced into a body of water becomes staggered and does everything it can to exit the water as quickly as possible.
2330* {{Cyclops}}: A mapinguari only has one single, large eye.
2331[[/folder]]
2332
2333[[folder:Nue]]
2334->'''Level:''' 11
2335->'''Alignment:''' NeutralEvil
2336->'''Size:''' Large
2337----
2338* BrownNote: A nue can drain the life force of those around it just by howling.
2339* {{Cumulonemesis}}: The nue can take the form of an enormous storm cloud.
2340* {{Nue}}: The nue has the body of a tanuki, the head of a monkey and a snake instead of a tail.
2341* ShockAndAwe: When angered, a nue can summon lightning to cause massive amounts of collateral damage.
2342[[/folder]]
2343
2344[[folder:Seps]]
2345->'''Level:''' 2 (juvenile), 11 (adult)
2346->'''Alignment:''' TrueNeutral
2347->'''Size:''' Medium (juvenile), Huge (adult)
2348----
2349* TheGreatSerpent: An adult seps is 30 feet long and weighs 1500 pounds.
2350* PoisonIsCorrosive: Seps venom is acidic and so potent that it quickly dissolves prey into liquid.
2351[[/folder]]
2352
2353[[folder:Sleipnir]]
2354->'''Level:''' 11
2355->'''Alignment:''' TrueNeutral
2356->'''Size:''' Large
2357----
2358* LightEmUp: A sleipnir can exhale a cone of shimmering polychromatic light.
2359* VertebrateWithExtraLimbs: Sleipnirs are a legendary breed of magical, eight-legged horses.
2360[[/folder]]
2361
2362[[folder:Svathurim]]
2363->'''Level:''' 11
2364->'''Alignment:''' ChaoticEvil
2365->'''Size:''' Huge
2366
2367Svathurims appear to be a cross between a frost giant and a centaur, but have eight equine legs instead of four.
2368----
2369* HybridMonster: They're Sleipnir centaur frost giants.
2370* OurCentaursAreDifferent: Svathurim have the upper bodies of horned frost giants mounted upon the legs and torsos of titanic eight-legged horses.
2371[[/folder]]
2372
2373[[folder:Tetrolimulus]]
2374->'''Level:''' 11
2375->'''Alignment:''' NeutralEvil
2376->'''Size:''' Large
2377----
2378* BewareMyStingerTail: The tetrolimulus' tail stinger is razor sharp and coated with tetrodotoxin.
2379* BlackWidow: After being impregnated, female tetrolimuluses usually eat the weaker males surrounding them, which are the easiest and closest source of food to replenish the energy and effort of their travels.
2380* MixAndMatchCritters: The tetrolimulus is often described as the sea mantis because it resembles a crab's legs and shell merged with a mantis' arms.
2381* MoreDeadlyThanTheMale: Female tetrolimuluses, the hunters of the species, are much more aggressive than the smaller males, who live in deeper waters as bottom feeders.
2382[[/folder]]
2383
2384[[folder:Thunderbird]]
2385[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_thunderbird.png]]
2386->'''Level:''' 11
2387->'''Alignment:''' TrueNeutral
2388->'''Size:''' Gargantuan
2389
2390Immense birds with storm-grey feathers, thunderbirds carry the wrath of the sky wherever they go.
2391----
2392* GiantFlyer: Eagle-like birds larger than a giant.
2393* ShockAndAwe: Thunderbirds' bodies are visibly crackling with electricity, and they can create lightning both as an active attack and as a passive side effect of their simple presence.
2394* {{Thunderbird}}: Derived fairly directly from American myth, resulting in large, {{Roc|Birds}}-like birds with magical control over wind and rain, which are both hailed as bringers of rain and feared as heralds of hurricanes and destructive storms
2395* WeatherManipulation: Thunderbirds can control the weather -- in-game, they can cast ''control weather'' at will. They're especially geared towards creating storms, and lashing winds surround them at all times.
2396[[/folder]]
2397
2398!!Level 12
2399[[folder:Amarok]]
2400->'''Level:''' 12
2401->'''Alignment:''' LawfulNeutral
2402->'''Size:''' Large
2403
2404Solitary predators who relish the thrill and strategy of the hunt.
2405----
2406* NobleWolf: They're not particularly friendly or approachable, but they're far from malicious. While they habitually stalk and chase those who hunt alone at night, they do so for the express purpose of showing them the foolishness of this behavior -- they never kill those they hunt in this way, instead preferring to essentially ScareEmStraight. Those who thereafter make a genuine attempt to become better hunters earn the amarok's genuine respect, and earn also a skilled, but harsh, teacher in hunting and wilderness survival.
2407[[/folder]]
2408
2409[[folder:Catoblepas]]
2410->'''Level:''' 12
2411->'''Alignment:''' TrueNeutral
2412->'''Size:''' Large
2413
2414Stubborn creatures prone to bullying anything they come across.
2415----
2416* BreathWeapon: They can exhale a cloud of toxic gas.
2417* WalkingWasteland: Catoblepas bring poison wherever they go, and their occasional forays out of the swamps leave scars in the wilderness tainted by their breath and noxious stench that other animals will avoid for a long time afterwards.
2418[[/folder]]
2419
2420[[folder:Cauthooj]]
2421->'''Level:''' 12
2422->'''Alignment:''' TrueNeutral
2423->'''Size:''' Medium
2424----
2425* HatePlague: The cauthooj's strange, ululating cry causes nearby creatures to lash out violently and without control. It uses this ability to manipulate prey into into attacking one another so that the cauthooj can then feast.
2426[[/folder]]
2427
2428[[folder:Deculi]]
2429[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deculi.png]]
2430->'''Level:''' 12
2431->'''Alignment:''' NeutralEvil
2432->'''Size:''' Large
2433
2434These batlike monstrosities inhabit the nooks and crevices of the Darklands, where they hang from stalactites and swoop down on unsuspecting prey.
2435
2436Their 2nd Edition stats can be found in ''Age of Ashes: Fires of the Haunted City'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=466 here]].
2437----
2438* BizarreAlienSenses: Visually blind, but possess a form of vision that allows them to precisely detect infrared radiation.
2439* CastingAShadow: They can cast ''darkness'' at will and their pocket dimension depends on shadows to work.
2440* EyelessFace: They have no eyes, possessing only shallow pits where they would otherwise be.
2441* InTheBack: Their Shadow Strike ability rewards them for ambushes, allowing them to move up to their speed and make an attack that deals extra precision damage.
2442* ItCanThink: Only ''slightly'' more than animals, but they're smart enough to understand language even if they can't speak it.
2443* OutsideGenreFoe: Their ability to dip in and out of an extradimensional space and their infrasight mark them as unusual even on the magic-rich world of [[HighFantasy Golarion]], with the most credible explanation for their abilities being that they're from another world, having arrived long ago through some bizarre and unknown means.
2444* PocketDimension: Their Create Shadow Sanctuary ability lets them turn any sizable shadow into an extradimensional pocket for it to hide in, though entry and exit requires the entrance shadow to remain in darkness. Its usefulness is lessened by the fact that a deculi can only create a shadow sanctuary once a day and it collapses when they exit it, though it helps that a deculi can perceive and cast spells into the real world through the shadow, as well as that the entrance is indistinguishable from a normal shadow.
2445[[/folder]]
2446
2447[[folder:Grisantian Lion]]
2448->'''Level:''' 12
2449->'''Alignment:''' ChaoticNeutral
2450->'''Size:''' Huge
2451----
2452* EgomaniacHunter: Grisantian lions are inclined to fight large foes such as mammoths and giants to demonstrate their power.
2453* PantheraAwesome: Grisantian lions are descended from the mythic grogrisant and the dire lions of the Whistling Plains, and their legendary heritage is evident in their great size, lustrous hide and rending claws.
2454[[/folder]]
2455
2456[[folder:Kokogiak]]
2457[[quoteright:346:https://static.tvtropes.org/pmwiki/pub/images/kokogiak.png]]
2458->'''Level:''' 12
2459->'''Alignment:''' NeutralEvil
2460->'''Size:''' Huge
2461
2462Kokogiaks are beasts in the shape of polar bears found in the cold northern wastes, distinguished chiefly by their literally elephantine size, their ten legs and their pronounced sadism.
2463----
2464* AnIcePerson: They breathe freezing wind, can move on ice without any movement or dexterity penalties and are immune to cold damage.
2465* BearsAreBadNews: They're intelligent enough to understand morality and thus have an alignment beyond True Neutral, and of course they're Neutral Evil as a rule. They are monstrously aggressive and openly sadistic, and their size and power allows them to be as cruel as they please towards whoever short of a dragon or a tribe of giants has the misfortune of crossing their path without having to worry about about their victims being able to fight back. Luckily for everyone else, they're fairly uncommon and only found in isolated areas of the GrimUpNorth.
2466* BreathWeapon: They can exhale a freezing blast of blizzard-cold wind.
2467* {{Sadist}}: They enjoy the suffering of their victims and the terror their attacks inspire to a disturbing degree, and make sure when they can that the deaths of their targets are painful and drawn out.
2468* VertebrateWithExtraLimbs: Size aside, the main thing distinguishing kokogiaks from normal polar bears are their three extra pairs of legs.
2469[[/folder]]
2470
2471[[folder:Peng]]
2472->'''Level:''' 12
2473->'''Alignment:''' NeutralGood
2474->'''Size:''' Gargantuan
2475----
2476* WeatherManipulation: A peng's calm and steady nature is so strong that its mere presence can quell storms and still winds.
2477[[/folder]]
2478
2479[[folder:Shuln]]
2480[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/shuln.png]]
2481->'''Level:''' 12
2482->'''Alignment:''' TrueNeutral
2483->'''Size:''' Huge
2484
2485Gigantic, hairless rodents native to the upper layers of the Darklands, shulns are both feared for their foul tempers and destructive digging and sought after for their adamantine-laced claws and teeth and for being some of the few creatures that eat purple worms.
2486----
2487* FantasyMetals: Their claws and fangs are infused with naturally deposited adamantine.
2488* FastTunnelling: They can burrow at truly ridiculous speeds even through solid stone or metal.
2489* FoodChainOfEvil: Shulns are among the very few things that prey on purple worms, which they subdue with their poisonous bites, and they're thus highly sought after as a way of keeping the burrowing scourges away from underground settlements.
2490* MonsterOrganTrafficking: Shulns naturally produce two very valuable resources -- the adamantine deposited within their teeth and claws and their potent paralytic drool. They're consequently often hunted to harvest their claws and fangs by people wishing to extract the valuable metal within or to collect their venom, although this needs to first be treated alchemically to avoid its normally rapid decay.
2491* TheParalyzer: Their bites deliver a very powerful paralytic agent, which is potent enough to subdue even the normally unsubduable purple worms.
2492* RodentsOfUnusualSize: For all intents and purposes, they're four-eyed naked mole rats twenty feet in length.
2493[[/folder]]
2494
2495[[folder:Tidehawk]]
2496[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tidehawk.png]]
2497->'''Level:''' 12
2498->'''Alignment:''' TrueNeutral
2499->'''Size:''' Huge
2500
2501Oceanic birds related to phoenixes, but much more reclusive and disinclined to crusade like their fiery kin. Tidehawks are tied to water in the same manner in which phoenixes are tied to fire.
2502----
2503* AutoRevive: A slain tidehawk melts into a torrent of rainwater, which instantly reforms into the living bird if it falls into a body of water such as a sea, river or lake. If the tidehawk dies above land, it will remain as water for however long it takes for it to flow or seep into a body of water. There are some limits to this -- tidehawks can only resurrect like this once a year, and will die permanently is killed again less than a year since their last resurrection or if their remains are completely destroyed (such as by being disintegrated, or their water boiling away).
2504* MakingASplash: Tidehawks can magically manipulate water, shoot torrents of the liquid, and coat themselves in watery armor that explodes outwards if struck.
2505* ThePhoenix: They're kin to true phoenixes, and are essentially a water- rather than fire-based version of the mythical birds, down to being able to resurrect after death.
2506* UndergroundMonkey: They're basically phoenixes, but neutral and tied to water instead of fire.
2507* WaterIsAir: Tidehawks can fly through water exactly as if they were flying through the air, and prefer to remain underwater in this manner most of the time.
2508[[/folder]]
2509
2510[[folder:Vouivre]]
2511->'''Level:''' 12
2512->'''Alignment:''' ChaoticEvil
2513->'''Size:''' Large
2514----
2515* AHeadAtEachEnd: A vouivre looks like a humanoid woman from the waist up and the front end of a green-scaled dragon from the waist down.
2516[[/folder]]
2517
2518!!Level 13
2519[[folder:Akhlut]]
2520->'''Level:''' 13
2521->'''Alignment:''' TrueNeutral
2522->'''Size:''' Huge
2523
2524Wolf-orca hybrids that can transform into full orcas when in water.
2525----
2526* MixAndMatchCritters: They resemble wolf-orca crosses while on land, although they transform into full orcas when in the water.
2527* WeatherManipulation: Akhluts can have a limited form of the ''control weather'' spell-like ability, allowing them to summon storms, blizzards and biting winds at will. They keep these storms going more or less constantly, using them to define their claimed territory.
2528[[/folder]]
2529
2530[[folder:Ba'aupa Mdoudu]]
2531[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baaupamdoudu.png]]
2532->'''Level:''' 13
2533->'''Alignment:''' TrueNeutral
2534->'''Size:''' Medium
2535----
2536* AcidAttack: The ba'aupa mdoudu produces a caustic acid that is extremely corrosive to organic material and stone. When provoked, ba'aupa mdoudus defend themselves by secreting this acid through numerous pores along their length.
2537[[/folder]]
2538
2539[[folder:Cherufe]]
2540->'''Level:''' 13
2541->'''Alignment:''' NeutralEvil
2542->'''Size:''' Huge
2543
2544Lava dwelling creatures who depend on heat to survive.
2545----
2546* GodGuise: They often pretend to be volcano gods to secure the loyalty and adoration of nearby settlements, enforcing their rule with threats of divine wrath and eruptions. They can't actually make good on most of their bluster, however, and rely on intimation and judicious use of their limit ability to cause earthquakes (which, around active volcanoes, are still quite capable of causing a lot of damage) to keep up the charade.
2547* MagmaMan: They resemble creatures made of living semi-molten rock and depend on intense volcanic heat for healing and long-term survival.
2548[[/folder]]
2549
2550[[folder:Furcifer]]
2551->'''Level:''' 13
2552->'''Alignment:''' ChaoticNeutral
2553->'''Size:''' Huge
2554
2555Chameleon-like predators born from infusions of positive energy.
2556----
2557* AlluringFlowers: Their flowers release a sweet-smelling, narcotic pollen that induces a state of euphoria in those that smell it, making them easy prey for the beast.
2558* ExtremeOmnivore: Furcifers can digest anything, from meat to plants to rocks and armor, although they prefer animal prey.
2559* MonsterOrganTrafficking: Their bodies are extremely rich in valuable materials -- their pollen and nectar can be used to make psychoactive drugs, their bones can be used to magic items related to acid, and their skin fashioned into cloaks and robes with illusory properties.
2560* MonstrousCannibalism: Multiple furcifer seeds will typically sprout in the same spot. The first to grow a body and become mobile will then consume its siblings as a first meal.
2561* MultipurposeTongue: Like a chameleon's, their tongues are prehensile, sticky and very strong, allowing them to snatch prey off its feet or out of the air and pull it into their mouths.
2562* {{Planimal}}: Furcifers possess rows of flowers growing down their backs, which are as much part of their bodies as their scales and claws, which they use to produce a narcotic pollen with which to lure prey and to secrete powerful enzymes to digest food. They also reproduce through pollination and begin life as sessile, carnivorous flowers that eventually grow reptilian bodies.
2563* PsychicPowers: They're mild psychics, able to snatch glimpses of what their prey finds appealing or relaxing it and using to craft illusions with which to lull targets into a false sense of security.
2564[[/folder]]
2565
2566[[folder:Hive Mind Beetle Swarm]]
2567[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/hive_mind_beetle_swarm.PNG]]
2568->'''Level:''' 13
2569->'''Alignment:''' LawfulNeutral
2570->'''Size:''' Diminutive [swarm]
2571
2572Beetle swarms that communicate and defend themselves through jolts of electricity.
2573----
2574* HiveMind: They rely on each other for intelligent thought. At half hit points their Intelligence drops and they lose their spellcasting, while at 1/4th they become mindless and can't use most of their feats.
2575[[/folder]]
2576
2577[[folder:Inkanyamba]]
2578->'''Level:''' 13
2579->'''Alignment:''' ChaoticEvil
2580->'''Size:''' Gargantuan
2581----
2582* EnemyScan: An inkanyamba that makes physical contact with a living creature gains an automatic knowledge of the target's ability scores, allowing it to choose the venom that would be deadliest.
2583* PoisonousPerson: An inkanyamba carries several different kinds of toxins within its poison glands.
2584[[/folder]]
2585
2586[[folder:Ketesthius]]
2587->'''Level:''' 13
2588->'''Alignment:''' LawfulEvil
2589->'''Size:''' Gargantuan
2590
2591Wolf-headed sea serpents with supernaturally vast stomachs.
2592----
2593* BiggerOnTheInside: A ketesthius' stomach is an extradimensional space far larger than the ketesthius itself, and easily capable of holding beasts as large as its owner's external size.
2594* GettingEatenIsHarmless: Not harmless ''per se'' -- creatures trapped in the gut of a ketesthius' still have to deal with thin, dank air, a lack of food and the beast's digestive juices -- but a ketesthius' stomach spares its inmates the usual acid and bludgeoning damage normally dealt when a creature is SwallowedWhole, and its inmates can survive more or less indefinitely in there as long as they find a way not to die of thirst or hunger.
2595* MixAndMatchCritters: Serpents with fish tails and wolf heads.
2596* SeaSerpents: They resemble sea serpents with wolf heads, fish tails and two front legs with webbed claws, and can devour any ship or creature they encounter to trap in their vast stomachs.
2597* SwallowedWhole: Ketesthiuses can swallow creatures as large as themselves whole and entire, which are then deposited into their extradimensional stomachs. A ketesthius' gut often becomes home to entire ecologies of trapped sea monsters and stranded sailors, huddling away from its gastric juices and trying to survive by snapping up whatever smaller creatures the ketesthius swallows. This can end being recursive when one ketesthius swallows another.
2598[[/folder]]
2599
2600[[folder:Mother of Oblivion]]
2601[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/mother_of_oblivion_pathfinder.png]]
2602 [[caption-width-right:300:1E]]
2603->'''Level:''' 13
2604->'''Alignment:''' ChaoticEvil
2605->'''Size:''' Gargantuan
2606----
2607* EyesDoNotBelongThere: Some of a mother of oblivion's tentacles end in a glowing orange eye.
2608* TeleportInterdiction: A mother of oblivion's presence distorts the dimensions and interferes with teleport effects.
2609* TentacledTerror: A mother of oblivion has the head and neck of a plesiosaur atop a thrashing mass of tentacles.
2610[[/folder]]
2611
2612[[folder:Quai Dau To]]
2613->'''Level:''' 13
2614->'''Size:''' Huge
2615----
2616* BlindedByTheLight: When a light-related spell or ability is used nearby, a quai dau to can reflect the light off its scales in a blinding display.
2617* MakingASplash: A quai dau to can use its trunk to drain water and expel it with a force strong enough to knock a knight off a horse, or gently enough to surround itself in a veil of mist.
2618* StealthyColossus: Quai dau to can move silently and sneak up on distracted prey despite their massive size.
2619[[/folder]]
2620
2621[[folder:Red Reaver]]
2622->'''Level:''' 13
2623->'''Alignment:''' TrueNeutral
2624->'''Size:''' Large
2625----
2626* ExtraEyes: A red reaver has six eyes in total.
2627* {{Protectorate}}: Red reavers imprint themselves on and become guardians of unique natural structures. When its charge is approached by other creatures, a red reaver rushes in to protect, roaring at the first whiff of danger.
2628* RoaringRampageOfRevenge: If a red reaver's bonded site is destroyed or moved, it flies into a rage, killing anyone it believes responsible, typically the first living creatures it encounters.
2629[[/folder]]
2630
2631[[folder:Seaweed Siren]]
2632->'''Level:''' 13
2633->'''Alignment:''' ChaoticNeutral
2634->'''Size:''' Large
2635----
2636* LoudOfWar: Seaweed sirens can blast enemies with bolts of sonic energy.
2637[[/folder]]
2638
2639[[folder:Skrimsl]]
2640->'''Level:''' 13
2641->'''Alignment:''' TrueNeutral
2642->'''Size:''' Huge
2643----
2644* EnergyAbsorption: A skrimsl is immune to electricity damage, and regains hit points and can use another ''lightning bolt'' if hit by an electricity attack.
2645* ShockAndAwe: A skrimsl can generate a field of electricity and use various lightning spells.
2646[[/folder]]
2647
2648!!Level 14
2649[[folder:Atuikakura]]
2650->'''Level:''' 14
2651->'''Alignment:''' TrueNeutral
2652->'''Size:''' Gargantuan
2653Giant worms who live peacefully in oceans and deep lakes.
2654----
2655* LampreyMouth: The atuikakura has a circular mouth filled with hooked teeth.
2656[[/folder]]
2657
2658[[folder:Bolla]]
2659->'''Level:''' 14
2660->'''Alignment:''' NeutralEvil
2661->'''Size:''' Huge
2662Monstrous serpents infused with the essences of fiends, linnorms, and even stranger creatures of storm and sky. They were created by Thassilonian mages as voracious war machines that could be easily returned to a torpor when not in active use.
2663----
2664* BioweaponBeast: Bollas were designed by Runelords Ivarinna and Krune as a voracious war machine that could be easily returned to a torpor when not in active use. Due in part to Krune's preference for conjuring beasts when needed rather than breeding creatures over time, and in part to general indolence, bollas were never perfected and were deployed only sporadically.
2665* TheGreatSerpent: The bolla is an immense serpent that measures 30 feet long and weighs 2 tons on average.
2666* LazyBum: Bollas are as lazy as they are hungry and rarely rouse themselves from their mountain lairs.
2667* StrongerWithAge: Unlike most creatures that hibernate, bollas get stronger, rather than weaker, the longer they rest. Over years or decades, their bodies draw upon the fiendish essences instilled in their nature, growing more powerful and vicious.
2668[[/folder]]
2669
2670[[folder:Bul-gae]]
2671->'''Level:''' 14
2672->'''Alignment:''' LawfulNeutral
2673->'''Size:''' Medium
2674----
2675* YinYangBomb: Bul-gaes are manifestations of the eclipsed sun and moon, and exercise powers over both heat and cold.
2676[[/folder]]
2677
2678[[folder:Cerberus Worm]]
2679->'''Level:''' 14
2680->'''Alignment:''' TrueNeutral
2681->'''Size:''' Gargantuan
2682
2683A species of giant three-headed worms that lives in the depths of the Arcadian ocean.
2684----
2685* MultipleHeadCase: They have three heads.
2686[[/folder]]
2687
2688[[folder:Deep Crow]]
2689->'''Level:''' 14
2690->'''Alignment:''' TrueNeutral
2691->'''Size:''' Huge
2692
2693Creatures combining the most terrifying traits of crow, feline, and spider, deep crows reign over vast underground territories in the Darklands.
2694----
2695* ShoutOut: [[http://pennyarcade.wikia.com/wiki/Deep_Crow Deep crows]] are originally from ''WebComic/PennyArcade''. Their bestiary entry includes a blurb talking about their origins in the comic and how its creators let Paizo stat it up to put in a book.
2696* VertebrateWithExtraLimbs: Four legs and two wings, arranged dragon-style.
2697[[/folder]]
2698
2699[[folder:Feranth]]
2700->'''Level:''' 14
2701->'''Alignment:''' ChaoticEvil
2702->'''Size:''' Huge
2703----
2704* MightyRoar: A feranth can unleash a terrible roar which dazes and deafens all creatures that hear it.
2705* MoreDeadlyThanTheMale: Female feranths are much more ferocious than males, especially in the few months following the hatching of their eggs.
2706[[/folder]]
2707
2708[[folder:Goezspall]]
2709->'''Level:''' 14
2710->'''Alignment:''' TrueNeutral
2711->'''Size:''' Large
2712----
2713* ExtremophileLifeforms: Goezspalls can survive in extreme conditions and have been observed living in extremely varied locations: the frozen north, the deepest caverns, the depths of the sea, boiling hot springs, and even (allegedly) the void of space.
2714[[/folder]]
2715
2716[[folder:Hunting Horror]]
2717->'''Level:''' 14
2718->'''Alignment:''' ChaoticEvil
2719->'''Size:''' Gargantuan
2720----
2721* ScarilyCompetentTracker: Hunting horrors are efficient and talented at tracking prey.
2722* WeakenedByTheLight: Hunting horrors cannot abide the light of a sun in relatively close proximity, including sunlight on a typical habitable planet such as Golarion.
2723[[/folder]]
2724
2725[[folder:Juggernaut Beetle]]
2726->'''Level:''' 14
2727->'''Alignment:''' TrueNeutral
2728->'''Size:''' Huge
2729
2730Giant beetles from the Darklands used by hryngar as combat mounts.
2731----
2732* BreathWeapon: They can spray a cone of acid from their mouths.
2733* HorseOfADifferentColor: The use of juggernaut beetles by hryngar is similar to the use of WarElephants.
2734* ImmuneToMindControl: To everyone but hryngar, juggernaut beetles count as mindless and are thus immune to being magically controlled or trained.
2735[[/folder]]
2736
2737[[folder:Kun]]
2738->'''Level:''' 14
2739->'''Alignment:''' NeutralEvil
2740->'''Size:''' Gargantuan
2741----
2742* FiendishFish: The kun is an evil fish monster that dwells in the remotest, coldest depths of the ocean.
2743* HeelFaceTurn: In extremely rare circumstances, for their own mysterious reasons, a kun might undergo a permanent, one-time transformation, flinging itself up and out of the ocean, allowing the sun to fully wash over it. In the process, the evil kun transforms into a good peng.
2744* VacuumMouth: A kun can suck in heat and all creatures in the water.
2745[[/folder]]
2746
2747[[folder:Vydrarch]]
2748[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vydrach.PNG]]
2749->'''Level:''' 14
2750->'''Alignment:''' ChaoticEvil
2751->'''Size:''' Gargantuan
2752
2753Two-headed sea monsters that live solely for destruction and chaos. There was originally thought to be only one, slain by a legendary paladin in the folklore of Magnimar, there have since been appearances of others.
2754
2755Their stats can be found in ''Magnimar: City of Monuments'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/vydrarch/ here]].
2756----
2757* ForTheEvulz: A vydrarch's actions have no motivation beyond spreading death and destruction for their own sake.
2758* AKindOfOne: In-universe. The vydrarch was originally thought to be a unique monster, but rumors have emerged that there might be more roaming the seas.
2759* MultipleHeadCase: Vydrarchs have two heads, which for the most part act in concert but have been reported to talk and even argue with one another.
2760* PoisonousPerson: A vydrarch's spikes secrete a deadly poison, which is injected in anyone who makes physical contact with them.
2761* SeaSerpents: Fearsome, twin-headed serpents with the heads of abyssal fish, which attack ports and sink ships.
2762* WeatherManipulation: A vydrarch can create fog banks at will.
2763[[/folder]]
2764
2765[[folder:Wakandagi]]
2766->'''Level:''' 14
2767->'''Alignment:''' NeutralGood
2768->'''Size:''' Large
2769----
2770* MixAndMatchCritters: A wakandagi combines the body of a deer with the scales and tail of a snake.
2771[[/folder]]
2772
2773[[folder:Xanthos]]
2774->'''Level:''' 14
2775->'''Alignment:''' TrueNeutral
2776->'''Size:''' Huge
2777----
2778* HorseOfADifferentColor: Xanthoi were bred as mounts by a long-dead race of alien plane-jumping explorers, and can teleport themselves and their riders over long distances.
2779[[/folder]]
2780
2781!!Level 15
2782[[folder:Addu]]
2783->'''Level:''' 15
2784->'''Alignment:''' TrueNeutral
2785->'''Size:''' Gargantuan
2786----
2787* MakingASplash: An addu can stir the water in such a way that it creates powerful currents in its immediate area.
2788* PoisonousPerson: An addu can exhale a cone of poisonous breath.
2789* SeaSerpents: Addus are violent serpentine beasts that hail from the most inhospitable corners of the deep sea, and pose a major threat to any vessel that frequents the waters where they stake their claims.
2790[[/folder]]
2791
2792[[folder:Blooming Guardian]]
2793->'''Level:''' 15
2794->'''Size:''' Large
2795----
2796* DoubleEdgedBuff: When in Full Bloom, the blooming guardian deals extra damage with its Strikes, but also takes persistent poison damage.
2797* OneToMillionToOne: The blooming guardian can dissipate momentarily into a swirling cloud of petals and pollen to pass through obstacles.
2798* ToServeMan: Blooming guardians typically consume diseased plants to stop the spread of blight. Some specimens extend the definition of 'blight' to poachers or loggers as well, leaving behind only dessicated corpses.
2799* WalkingWasteland: A blooming guardian is in a constant state of decomposition. To keep this at bay, the flowers that cover its antlers continually siphon life from the surrounding area.
2800[[/folder]]
2801
2802[[folder:Faceless Whale]]
2803->'''Level:''' 15
2804->'''Alignment:''' TrueNeutral
2805->'''Size:''' Gargantuan
2806
2807Enormous, albino whales native to the deepest of the Darklands' seas.
2808----
2809* EyelessFace: They have no eyes due to their troglodytic lifestyle, sporting an unbroken expanse of wrinkled skin where their eyes would be.
2810* FoodChainOfEvil: Faceless whales routinely prey upon other subterranean horrors but, for all their size and strength, are far from being the top predators of the Sightless Sea and are hunted by predators of their own.
2811* MonsterOrganTrafficking: Their bodies naturally produce several alchemical reagents, and their teeth and bones are useful materials for making weapons and armor. Consequently, faceless whales are often pursued by whalers seeking to harvest their bodies' valuable resources.
2812* MonsterWhale: Albino-white, eyeless beasts that use bone-shatteringly powerful echolocation to hunt other subterranean horrors.
2813* SuperScream: They can focus their whalesong into a genuine sonic weapon.
2814[[/folder]]
2815
2816[[folder:Isonade]]
2817->'''Level:''' 15
2818->'''Alignment:''' ChaoticEvil
2819->'''Size:''' Gargantuan
2820----
2821* BigEater: An isonade can cause the population in its area of the ocean to drop drastically when it goes on a feeding spree.
2822* HooksAndCrooks: An isonade's tail, flanks, and pectoral fins are covered in cruel hooks, which allow it to grapple foes underwater.
2823* ThreateningShark: The isonade is a massive Gargantuan-sized shark-like creature so voracious that a single specimen can cause a dramatic ecological collapse just by eating most of the animal life in its territory, is covered in vicious hooks, and is known for its tendency to attack ships.
2824* ToServeMan: The isonade is intelligent enough to know that a ship contains a large quantity of warm and screaming snacks all isolated in one convenient place.
2825[[/folder]]
2826
2827[[folder:Jubjub Bird]]
2828->'''Level:''' 15
2829->'''Alignment:''' TrueNeutral
2830->'''Size:''' Huge
2831----
2832* HellIsThatNoise: Jubjub birds are prone to uttering piercing screeches so often.
2833[[/folder]]
2834
2835[[folder:Mukradi]]
2836[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mukradi.png]]
2837->'''Level:''' 15
2838->'''Alignment:''' TrueNeutral
2839->'''Size:''' Gargantuan
2840
2841Gigantic three-headed centipedes with an array of breath weapons.
2842----
2843* AcidAttack: One of their heads can spit acid. A subterranean variant supposedly exists whose heads all vomit up animated acid instead, which the creature can then reabsorb at will.
2844* BigCreepyCrawlies: Monstrous centipede monsters bigger than most giants.
2845* BizarreAlienSenses: It has all-around vision due to its peculiar anatomy, with the bonus of tremorsense.
2846* BreathWeapon: A different one from each head, alternating between [[KillItWithFire fire]], [[ShockAndAwe electricity]], and [[AcidAttack acid]], though they share a cooldown. If somethings scores a critical hit against it, it automatically recharges the breath weapon and can use it as a reaction.
2847* DarkIsEvil: There are rumors of a breed of mukradis in the Darklands with pitch-black scales whose breath weapon produces black acidic slime that animates to be reabsorbed by its creator.
2848* EldritchAbomination: According to legend, the first mukradis spawned in the fevered nightmares of a sleeping demigod from a dimension beyond dreams, who perished as the first mukradis hollowed out its unconscious mind and used its flesh to transition into the mortal realm. The legend is ''likely'' nothing but superstition, but the fact that it exists at all is a testament to their reputation.
2849* LudicrousGibs: It has a particularity nasty attack that lets it tear other creatures to pieces, instantly killing them.
2850* MultipleHeadCase: Three, each with a different elemental breath.
2851* NoSell: It can avoid the effects of several negative conditions at the cost of rendering one of its heads inactive for the duration.
2852[[/folder]]
2853
2854[[folder:Phoenix]]
2855[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_phoenix.png]]
2856->'''Level:''' 15
2857->'''Alignment:''' NeutralGood
2858->'''Size:''' Gargantuan
2859
2860Immense, reclusive firebirds best known for their ability to be reborn from their own ashes, phoenixes are inveterate champions in the struggle against evil.
2861----
2862* AdaptationalBadass: The mythical phoenix was certainly a remarkable creature, but was never indicated to differ significantly in size or fighting prowess from regular eagles -- indeed, few texts make mention of it fighting at all. The ''Pathfinder'' kind, by contrast, are beasts the size of dragons and some of the most ferociously powerful champions of righteousness short of actual angels.
2863* AutoRevive: A slain phoenix remains dead only temporarily unless its body is completely destroyed, or if a whole year has not yet passed since its last resurrection.
2864* GiantFlyer: The phoenix is a flight-capable, Gargantuan-sized bird. Newborn phoenixes are already the size of adult eagles.
2865* HealItWithFire: Phoenixes' flames are capable of healing their allies, literally burning away injuries, poison and sickness.
2866* HotWings: A bird seemingly made of living flame.
2867* AKindOfOne: One of the mythical phoenix's most notable characteristics was that one, and only one, existed -- together with its rebirth, this made its existence a perfect, self-sustaining closed circle, thus its use as a symbol of eternity. ''Pathfinder'' phoenixes are a full species of resuscitating avians, and reproduce as normal for other animals.
2868* LawOfChromaticSuperiority: Most phoenixes have red, orange or golden plumage, but a few have white, green or blue feathers. These are almost invariably the strongest of their kind, with the colors of their feathers also corresponding to the heat of their flames.
2869* ThePhoenix: The phoenix is a giant flaming bird best known for the ability to rebirth itself from its own corpse.
2870* PlayingWithFire: Phoenixes can cause their feathers to burst into flames at will, and can likewise create and control fire.
2871* {{Reincarnation}}: How their resurrection works when they die of old age. Phoenixes live for around 500 years barring death by violence, and at the end of their lives immolate themselves and are reborn as entirely new individuals.
2872* ResurrectionSickness: A reborn phoenix will gain a negative level, although most will try to remove this negative level as soon as possible.
2873* RocBirds: They're around the same size as rocs, and according to Qadiran worshippers of Sarenrae they were created when the goddess awakened a flock of rocs to sapience and blessed them with her fires.
2874* UpliftedAnimal: According to Qadiran worshippers of [[GodOfGood Sarenrae]], the first phoenixes were created when the goddess awakened a flock of rocs to sapience, blessing them with her fires when the newly intelligent birds pledged themselves to her service.
2875[[/folder]]
2876
2877[[folder:Rumindrol]]
2878->'''Level:''' 15
2879->'''Size:''' Gargantuan
2880----
2881* BigCreepyCrawlies: Monstrous centipede monsters bigger than most giants.
2882* LoudOfWar: Rumindrols build up sickening subsonic vibrations within prey until they are unable to move.
2883* LuringInPrey: Rumindrols can emit siren-like calls that reverberate far and wide and feeds on the giant subterranean worms drawn to its call and creatures that feed in the worms' wake.
2884[[/folder]]
2885
2886[[folder:Sanzuwu]]
2887->'''Level:''' 15
2888->'''Alignment:''' TrueNeutral
2889->'''Size:''' Tiny
2890----
2891* HotWings: Sanzuwus are small crows that fly across the sky as blinding streaks of fire.
2892[[/folder]]
2893
2894[[folder:Stormghost]]
2895->'''Level:''' 15
2896->'''Alignment:''' ChaoticEvil
2897->'''Size:''' Large
2898----
2899* ShockAndAwe: A stormghost can surround itself with crackling electricity or focus this static charge into a bolt.
2900[[/folder]]
2901
2902[[folder:Umonlee]]
2903->'''Level:''' 15
2904->'''Alignment:''' TrueNeutral
2905->'''Size:''' Huge
2906----
2907* BigEater: Umonlees constantly hunt, since their hunger is never fully sated.
2908* AnIcePerson: The umonlee breathes a cone of extremely cold air.
2909[[/folder]]
2910
2911[[folder:Viskithrel]]
2912->'''Level:''' 15
2913->'''Alignment:''' ChaoticEvil
2914->'''Size:''' Huge
2915----
2916* ApeShallNeverKillApe: Despite being evil predators, viskithrels virtually never fight each other; even rival packs give each other space rather than fight over territory or prey.
2917[[/folder]]
2918
2919[[folder:Ypotryll]]
2920->'''Level:''' 15
2921->'''Alignment:''' TrueNeutral
2922->'''Size:''' Huge
2923----
2924* FullBoarAction: The ypotryll is a savage, destructive boar that can be slowed by few things when it charges.
2925[[/folder]]
2926
2927!!Level 16
2928
2929[[folder:Corbayrant]]
2930->'''Level:''' 16
2931->'''Alignment:''' ChaoticEvil
2932->'''Size:''' Huge
2933----
2934* TheParalyzer: The corbayrant's forelegs deliver a paralytic venom that causes the victim to sprout barbs that can spread the toxin.
2935* {{Planimal}}: Corbayrants are bizarre amalgamations of insect and plant, and count as both magical beasts and plants in 1st Edition.
2936[[/folder]]
2937
2938[[folder:Fire Whale]]
2939->'''Level:''' 16
2940->'''Alignment:''' TrueNeutral
2941->'''Size:''' Gargantuan
2942----
2943* EatDirtCheap: Fire whales feed off bits of metal and mineral.
2944* MagmaMan: Native to the Elemental Plane of Fire, the fire whale has molten-hot flesh which generates incredible heat, and can spew a burst of magma and scalding ash from its blowhole.
2945[[/folder]]
2946
2947[[folder:Grootslang]]
2948[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/grootslang_2e_pathfinder.png]]
2949 [[caption-width-right:300:2E]]
2950[[quoteright:300:[[labelnote:1E]]https://static.tvtropes.org/pmwiki/pub/images/grootslang_1e_pathfinder.jpg[[/labelnote]]]]
2951->'''Level:''' 16
2952->'''Alignment:''' ChaoticEvil
2953->'''Size:''' Gargantuan
2954----
2955* MixAndMatchCritters: A grootslang resembles a giant snake with the face of an elephant.
2956[[/folder]]
2957
2958[[folder:Inmyeonjo]]
2959->'''Level:''' 16
2960->'''Alignment:''' LawfulNeutral
2961->'''Size:''' Huge
2962----
2963* BeastWithAHumanFace: Inmyeonjos are enormous white birds with mask-like human faces.
2964* ClingyCostume: When an inmyeonjo dies, its black headpiece remains, and magically fits itself to any head. A creature that dons the headpiece cannot remove it by nonmagical means until they become an inmyeonjo.
2965[[/folder]]
2966
2967[[folder:Ningen]]
2968->'''Level:''' 16
2969->'''Alignment:''' TrueNeutral
2970->'''Size:''' Gargantuan
2971----
2972* OurCryptidsAreMoreMysterious: The ningen, an enormous whale with a face that dwells in subarctic oceans, is based on the Japanese cryptid of the same name.
2973[[/folder]]
2974
2975[[folder:Oma]]
2976[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/oma_1e_pathfinder.png]]
2977 [[caption-width-right:300:1E]]
2978->'''Level:''' 16
2979->'''Alignment:''' TrueNeutral
2980->'''Size:''' Gargantuan
2981----
2982* LivingShip: They have two stomachs, one of which is habitable for most organic life, and some alien races have leaned to use telepathy to control omas and use them as living spaceships.
2983* SpaceWhale: They're enormous creatures resembling a cross between a whale and a fish that inhabit the depths of gas giants and the vacuum of space, and which use "energy baleen" to strain food from planetary rings and atmospheres.
2984[[/folder]]
2985
2986!!Level 17
2987[[folder:Aspidochelone]]
2988[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/aspidochelone_pathfinder.jpg]]
2989 [[caption-width-right:300:1E]]
2990->'''Level:''' 17
2991->'''Alignment:''' TrueNeutral
2992->'''Size:''' Gargantuan
2993----
2994* TurtleIsland: As creatures come to rest upon a hibernating aspidochelone, they carry with them plant seeds and dirt. Over time, the accumulated plants and wildlife gives an aspidochelone the appearance of a small, densely inhabited island. Desperate sailors or would-be settlers often realise too late that the spur of land they have beached upon is in fact an enormous creature, which then plunges beneath the waves, dragging trespassers down with it.
2995[[/folder]]
2996
2997[[folder:Bandersnatch]]
2998[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/bandersnatch_pathfinder.jpg]]
2999 [[caption-width-right:300:1E]]
3000->'''Level:''' 17
3001->'''Alignment:''' TrueNeutral
3002->'''Size:''' Gargantuan
3003Bandersnatches are members of the Tane, the most feared and legendary creatures of the First World.
3004----
3005* HypnoticEyes: A bandersnatch captivates any prey that meets the gaze of its eyes.
3006* MixAndMatchCritters: They look somewhat like a combination between a gigantic (60-foot long) big cat and a porcupine.
3007* WreathedInFlames: A frumious bandersnatch seethes with barely repressed rage and anger. When it succumbs to this uncontrollable fury, it literally bursts into flame.
3008[[/folder]]
3009
3010[[folder:Bhole]]
3011[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/bhole_1e_pathfinder.png]]
3012 [[caption-width-right:300:1E]]
3013->'''Level:''' 17
3014->'''Alignment:''' ChaoticNeutral
3015->'''Size:''' Gargantuan
3016Annelidian titans with unending hunger and the ability to devour nearly anything.
3017----
3018* ExtremeOmnivore: Bholes seem able to eat and digest anything and everything.
3019* ImmuneToMindControl: A bhole is immune to nearly all forms of mind control. Mind-affecting effects that don't allow another creature to directly control a bhole work normally.
3020* SandWorm: Bholes are enormous worms that secrete corrosive acid slime that helps them tunnel through solid rock, and can eventually devastate a planet by eating so much of it that it collapses on itself.
3021[[/folder]]
3022
3023[[folder:Leydroth]]
3024->'''Level:''' 17
3025->'''Alignment:''' NeutralEvil
3026->'''Size:''' Large
3027----
3028* DispelMagic: The leydroth's bestial roar can counteract spells, magical effects and magic items in the area.
3029* DoesNotLikeMagic: Leydroths were imbued by their creators with a hatred of magic itself.
3030[[/folder]]
3031
3032[[folder:Maliadi]]
3033->'''Level:''' 17
3034->'''Alignment:''' LawfulEvil
3035->'''Size:''' Gargantuan
3036----
3037* AngryAngryHippos: A maliadi is an arrogant, tyrannical hippopotamus who demands tribute from everyone it encounters to avert destruction.
3038* PlayingWithFire: Maliadis can hurl parts of their flaming collars to form fiery geysers or walls.
3039[[/folder]]
3040
3041[[folder:Ophiotaurus]]
3042->'''Level:''' 17
3043->'''Mythic Rank:''' 7
3044->'''Alignment:''' TrueNeutral
3045->'''Size:''' Gargantuan
3046----
3047* CounterAttack: When an ophiotaurus takes damage, it can use its mythic power to inundate its attacker's mind with dire prophetic visions.
3048* MixAndMatchCritters: Ophiotauri have the forequarters of cattle and the hind bodies of giant snakes.
3049[[/folder]]
3050
3051[[folder:Thrasfyr]]
3052[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/thrasfyr.png]]
3053->'''Level:''' 17
3054->'''Alignment:''' ChaoticEvil
3055->'''Size:''' Huge
3056----
3057* BondCreatures: A thrasfyr can form a bond with a willing creature by touching that creature. This allows the thrasfyr and its master to sense the other's condition and communicate telepathically with no range restriction (provided both are on the same plane). A thrasfyr can maintain a bond with only one master at a time.
3058* ChainPain: A thrasfyr can control the six chains that hang from its body as if they were its own limbs.
3059* MixAndMatchCritters: Thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing serpent for a tail.
3060* PlayingWithFire: The thrasfyr's serpent tail breathes a blast of flame.
3061[[/folder]]
3062
3063[[folder:Thruneosaurus Rex]]
3064->'''Level:''' 17
3065->'''Size:''' Gargantuan
3066----
3067* BioweaponBeast: The thruneosaurus was created by Chelaxian diabolists who sought to combine the ferocity of dinosaurs with the power of Hell by infusing a clutch of ''T. rex'' eggs from Mediogalti Island with devil ichor.
3068* EyeBeams: The thruneosaurus rex's hellfire can manifest as a line erupting from its eyes.
3069* HellFire: The thruneosaurus rex can channel sulfurous hellfire in one of three ways.
3070* PoisonousPerson: The thruneosaurus can exhale a cone of toxic sulfurous smoke.
3071* TerrifyingTyrannosaur: The thruneosaurus rex is an unholy, unnatural terror created by the fusion of ''T. rex'' and devil ichor.
3072[[/folder]]
3073
3074[[folder:Wendigo]]
3075[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_wendigo.png]]
3076->'''Level:''' 17
3077->'''Alignment:''' ChaoticEvil
3078->'''Size:''' Large
3079
3080Beast-headed horrors from the far north that infect people with a supernatural psychosis that drives them to madness and cannibalism, eventually transforming their victims into new wendigos.
3081----
3082* BeastMan: Wendigos resemble white-furred humans with the head of a wild animal -- usually a stag in official art -- with teeth altered to be those of a savage carnivore if they wouldn't normally be such.
3083* DemonicPossession: The creation of a wendigo culminates in an evil spirit of winter and cannibalism inhabiting a cannibal's body and twisting it into a wendigo's monstrous form.
3084* DreamWeaver: A wendigo can spread its psychosis to victims by infecting their nightmares.
3085* GrimUpNorth: Outside of specialized variants, wendigos favor the frozen north of the world for their hunting grounds: they're rarely found south of Irrisen and the lands of the Ulfen and Kellids, and abound in the frozen wastelands of the Crown of the World.
3086* ImAHumanitarian: Wendigos enjoy driving people to cannibalistic madness, and this is the last step before one transforms into a wendigo. Tribal humanoids sometimes worship wendigos as gods, attempting to appease the creatures by engaging in ritual cannibalism.
3087* ShroudedInMyth: There is very little known for certain about the wendigos, and a lot of questions -- where their spirits come from, what their origins are, what goals if any do they pursue. Their animalistic shapes have led to speculation that they might be fallen kin of the agathions of Nirvana, but like most other theories on the wind walkers this is little more than wild supposition.
3088* SupernaturalFearInducer: The wendigo's forlorn howl can cause people to become panicked or cower in fear.
3089* UndergroundMonkey: Wendigos come in a subterranean variant spawned from trapped miners and spelunkers forced to resort to cannibalism, an antelope- or jackal-headed desert variety related to death by thirst and hording water and [[RecycledInSpace a space-dwelling version]] that can hibernate for millennia on derelict starships.
3090* WasOnceAMan: Wendigos were once people that got cursed with wendigo psychosis and driven to cannibalistic madness.
3091* {{Wendigo}}: The classic monster associated with cold and cannibalism -- a wind-walking, stag-headed humanoid with legs ending in burnt-off stump, created from humans who eat the flesh of their own kind and capable of turning people into more wendigos.
3092[[/folder]]
3093
3094!!Level 18
3095
3096[[folder:Hadhayosh]]
3097->'''Level:''' 18
3098->'''Alignment:''' TrueNeutral
3099->'''Size:''' Gargantuan
3100----
3101* WreathedInFlames: The hadhayosh produces so much heat that flames leap from its heads and backs in radiant manes.
3102[[/folder]]
3103
3104[[folder:Hallowed Lynx]]
3105->'''Level:''' 18
3106->'''Alignment:''' NeutralEvil
3107->'''Size:''' Small
3108----
3109* KillerRabbit: Despite their small size, hallowed lynxes are tremendously powerful creatures in their own right, and few predators pose a serious threat to a hallowed lynx.
3110* LightEmUp: A hallowed lynx has a halo of seven orbs of brilliant light which radiate light and can be launched as ranged attacks.
3111[[/folder]]
3112
3113[[folder:Kraken]]
3114->'''Level:''' 18
3115->'''Alignment:''' NeutralEvil
3116->'''Size:''' Gargantuan
3117----
3118* EvilVersusEvil: Krakens despise aboleths, which they attack on sight, and the two species have spent millennia engaging in bloody conflicts for supremacy over the oceans.
3119* GiantSquid: They resemble a more colorful version of real-life giant squid in most respects, but grow to be the size of whales.
3120* KrakenAndLeviathan: They're squid-like monsters eighty feet in length and sixty wide, and capable of dragging whole ships underwater.
3121* TimeAbyss: Krakens are incredibly long-lived -- they only reach old age around their second millennium of life, and can live for a ''long'' time beyond that. The eldest krakens in the world are far older than almost any land-based nation.
3122[[/folder]]
3123
3124[[folder:Orochi]]
3125->'''Level:''' 18
3126->'''Alignment:''' ChaoticEvil
3127->'''Size:''' Gargantuan
3128----
3129* HumanSacrifice: An orochi demands yearly sacrifices from nearby settlements, and those that cannot satisfy it are soon destroyed.
3130* MultipleHeadCase: An orochi has eight heads, and each can make a bite attack.
3131* MultipleTailedBeast: An orochi has eight tails.
3132* {{Orochi}}: The orochi is a vile, enormous serpent with eight heads and eight tails that lives among large waterways and demands yearly sacrifices.
3133[[/folder]]
3134
3135[[folder:Simurgh]]
3136->'''Level:''' 18
3137->'''Alignment:''' NeutralGood
3138->'''Size:''' Gargantuan
3139----
3140* EyeBeams: A simurgh can blast a fiery ray of brilliant light from its eyes.
3141* MixAndMatchCritters: Giant birds with the heads of wolves.
3142* NobleBirdOfPrey: These birds are paragons of righteousness, and goodly heroes can hardly find a better ally than a simurgh.
3143[[/folder]]
3144
3145!!Level 19
3146[[folder:Gluttonworm]]
3147->'''Level:''' 19
3148->'''Alignment:''' TrueNeutral
3149->'''Size:''' Gargantuan
3150----
3151* HealingFactor: A gluttonworm gains fast healing in contact with a significant body of sand. If it bleeds, the flowing blood quickly congeals with the sand covering its body.
3152* HungryMenace: A gluttonworm's metabolism is slow; they can go for decades without a filling meal. Most gluttonworms are constantly in a ravenous pain, and are very aggressive when they encounter anything edible.
3153* SandWorm: These immense worms 'swim' through the vast deserts of Akiton, moving almost like whales through the ocean.
3154* WormSign: Creatures of Akiton know to stay well away from the rumbling and shifting dunes that foresee a gluttonworm's approach.
3155[[/folder]]
3156
3157!!Level 21
3158[[folder:Cipactli]]
3159->'''Level:''' 21
3160->'''Alignment:''' ChaoticNeutral
3161->'''Size:''' Gargantuan
3162
3163Ravenous creations of the gods themselves, made to scour the world of specific qualities.
3164----
3165* AbstractEater: Depending on what precisely a cipactli was created to strip from a world, it may be capable of eating knowledge, courage, intelligence, or other abstract traits of its victims.
3166* HorrorHunger: All cipactlis are created to strip a specific world of something the gods found displeasing. Unless they're stopped, their unchecked hunger for this thing causes them to rampage endlessly, devouring anything and everything they find with the characteristic they're attuned to until nothing is left but the cipactli itself, forever roaming around a dead world.
3167* AKindOfOne: In Myth/AztecMythology, the Cipactli was a unique monster that existed in primordial times, which was slain by the gods and used to create the Earth. ''Pathfinder'' reimagines it into an entire species of divine monsters, and while it's rare for more than one cipactli to exist on any given world enormous numbers of these things exist throughout the universe.
3168* TooManyMouths: They have mouths scattered all over their bodies -- at the base of their necks, on each major joint, at the end of their tails...
3169[[/folder]]
3170
3171[[folder:Julunggali]]
3172->'''Level:''' 21
3173->'''Alignment:''' TrueNeutral
3174->'''Size:''' Gargantuan
3175----
3176* PoisonousPerson: A julunggali has three different venoms. Each time it bites, it decides which venom to inject.
3177[[/folder]]
3178
3179[[folder:Ouroboros]]
3180->'''Level:''' 21
3181->'''Alignment:''' TrueNeutral
3182->'''Size:''' Gargantuan
3183----
3184* HealingFactor: An ouroboros' most striking feature is its ability to almost instantly grow new flesh and heal from nearly any wound.
3185* {{Ouroboros}}: The ouroboros is an enormous serpent made from even tinier serpents (in turn made from even smaller ones, repeating to infinity) from the Astral Plane. Embodiments of the cycle of creation and destruction, an ouroboros spend most of its life eating its own tail, which perpetually regrows at the same rate in an endless loop.
3186[[/folder]]

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